PDA

View Full Version : Convert bones enmasse to Nulls?



Cageman
11-06-2015, 05:03 AM
Hello!

Is there a script to find that can convert selected bones into Nulls?

daforum
11-06-2015, 05:13 AM
Will Nullify work?
https://www.lightwave3d.com/assets/plugins/entry/nullify/

Here's the link to the script: http://www.tmproductions.com/legacy/programs-and-plugins/

Hope it helps :)

daforum
11-06-2015, 05:19 AM
Also: https://www.lightwave3d.com/assets/plugins/entry/cp_replaceselected/

Cageman
11-06-2015, 07:14 AM
Unfortunately, I'm on 64-bit and Nullify is a 32-bit plugin... CP_ReplaceSelected only supports objects... not bones.

prometheus
11-06-2015, 09:35 AM
Just guessing here Isnīt it possible to use powergons for that?
ehh..probably not :D

erikals
11-06-2015, 10:21 AM
D-storm Load Bones maybe...
https://www.lightwave3d.com/assets/plugins/entry/load-bones


https://www.youtube.com/watch?v=jHhTauxOvsw

then create nulls with Powergons

erikals
11-06-2015, 10:26 AM
you can also use - ef AddNullAsChild
http://people.dsv.su.se/~dadu9329/evenflow3d/index.php


https://www.youtube.com/watch?v=zHDxzUTZfVk

jeric_synergy
11-06-2015, 11:01 AM
It's funny how we always need one more little function. --I predict a request for swapping in Nulls for Cameras any day now.

ernpchan
11-06-2015, 02:04 PM
Is there a script to find that can convert selected bones into Nulls?

Are you trying to remake the skeleton with just bones or just bones in world space?

Cageman
11-06-2015, 02:10 PM
For some reason Nuke exported items as bones/joints when we wanted Nulls/Locators. The export took around 9 hours... The resulting FBX is a bunch of non-hiearchy bones doing the right motions etc... we need to have those as Nulls for further LW/After Effects workflows.

ernpchan
11-06-2015, 02:15 PM
For some reason Nuke exported items as bones/joints when we wanted Nulls/Locators. The export took around 9 hours... The resulting FBX is a bunch of non-hiearchy bones doing the right motions etc... we need to have those as Nulls for further LW/After Effects workflows.

So nulls in world space would be fine?

Cageman
11-06-2015, 03:15 PM
So nulls in world space would be fine?

Yep...

ernpchan
11-06-2015, 03:18 PM
Yep...

Are they stationary or is there motion? If there's motion then they'd have to be constrained and baked. Different than just making stationary nulls.

Cageman
11-06-2015, 03:24 PM
Are they stationary or is there motion? If there's motion then they'd have to be constrained and baked. Different than just making stationary nulls.

They have motion. So, if you can find a way to create a script that creates a Null per selected bone (in worldspace) that is constrained to each bone, I can take it from there. :)

EDIT: How much do you want in money for doing this?

jeric_synergy
11-06-2015, 05:20 PM
EDIT: How much do you want in money for doing this?
That's what I like to see: COMMERCE. (Seriously. I am not being facetious. This is good: plugin writers getting commisioned to do specific task, yesssss.)

ernpchan
11-06-2015, 07:34 PM
I'll post what I made this weekend.

RebelHill
11-07-2015, 07:54 AM
So... this isnt a specific use, one click do... but you can do what you're after quickly and easily in a few clicks, and overall, you have flexibility in other similar, diverse situtations.

Get the RHiggit Free version, but use the new version Rigging Toolbox attached to this post... then...

Create N nulls for your N bones.
Open Rigging Toolbox
Select all the nulls (select in a specific order if you want a certain ordered match).
Click "Store Assignee".
Select all bones (again, in specific order if required).
Click "Pos Item"
Re-select all bones.
Click "Rot Item".
Select all nulls (any order).
Click WP and WR

Nulls are now constrained in worldspace to individual bones.

Open Animation Toolbox.
Select all nulls.
Run motion baker.

Back to rigging toolbox,
Select a nulls.
In the motion type dropdown, select Clear All

You now have your nulls baked matching the bones and the bones can be cleared if no longer needed.

If curve continuity is important, select all the nulls and run the Animation Toobox Euler Filter on them.

Cageman
11-07-2015, 09:50 AM
ernpchan sent me something that is way less involving than that. :)

Hopefully he will post his pythonscript in this thread.

The workflow is this:

1) Select the bones
2) Run the script (which creates WS nulls with NULL_nameOfBone, each of them constrained)
3) Select the nulls
4) Run favourite keyframe baker tool
5) Run favourite eulerfilter tool
6) Remove all redundant data (bones/objects whatever) and send to AE.

ernpchan
01-12-2016, 12:11 AM
Hopefully he will post his pythonscript in this thread.

This is on my site as Nulls From Items
http://www.ernestpchan.com/newtek-lightwave-scripts

A bit more functionality than what was originally provided to Cageman. Not sure how useful it is for others, the usage seems specific to what he needed.

raw-m
02-09-2016, 08:36 AM
Ernpchan, no, not just for Cageman - very useful and thank you! Bringing in a Spline from Modeller for Spline Control and using Curve to Spline, the nodes are Joints. Using this converts the Joints to Nulls so when I duplicate up the Spline paths I can quickly use Ryans R's Translate Average for easy spacing/rotation. Another workflow cracker :D