57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
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// Selects joints in selected character mesh. Selects and returns only the joints that are being used for
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// the character. To use, FIRST select single mesh, then select the bones you would like to keep in skinCluster
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global proc selectBound()
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{
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int $i=0;
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string $boundList[];
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string $headSet[];
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string $bodySet[];
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string $fullSet[];
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string $TAG_BODY[]={"TAG_ORIGIN","TAG_WEAPON_LEFT","TAG_WEAPON_RIGHT"};
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string $TAG_HEAD[]={"TAG_EYE","J_Head_END","J_Helmet"};
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string $FULL_TAG_CHAR[]= stringArrayCatenate($TAG_HEAD,$TAG_BODY);
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string $coatRig="CoatRig";
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string $selAll[];
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string $sel[]=`ls -sl`;
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removeUnusedInfluences;
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for($each in $sel)
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{
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string $skinSel=$each;
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string $influence[]=`skinCluster -q -inf $skinSel`;
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for($bones in $influence)
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{
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$selAll[$i]=$bones;
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$i++;
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}
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}
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string $boundList[] = stringArrayRemoveDuplicates($selAll);
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string $listBoundList = stringArrayToString($boundList," ");
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if(`gmatch $listBoundList "*J_Cheek_LE*"` == 1 && `gmatch $listBoundList "*J_Spine1*"` == 1)
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{
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string $fullSet[] = stringArrayCatenate($boundList,$FULL_TAG_CHAR);
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select $fullSet;
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int $totalSize=`size($fullSet)`;
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print ("There are " + $totalSize + " bones in this full character set");
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}
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if(`gmatch $listBoundList "*J_Spine1*"` == 1 && `gmatch $listBoundList "*J_Cheek_LE*"` == 0)
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{
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string $bodySet[] = stringArrayCatenate($boundList,$TAG_BODY);
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select $bodySet;
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int $totalSize=`size($bodySet)`;
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print ("There are " + $totalSize + " bones in this body set");
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print "\n";
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print "Remember to add J_Neck and J_Head for Multiplayer";
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}
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if(`gmatch $listBoundList "*J_Cheek_LE*"` == 1 && `gmatch $listBoundList "*J_Spine1*"` == 0)
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{
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string $headSet[] = stringArrayCatenate($boundList,$TAG_HEAD);
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select $headSet;
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int $totalSize=`size($headSet)`;
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print ("There are " + $totalSize + " bones in this head set");
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}
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}
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