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Friday, August 23, 2013

Joint Skeleton-mover Script

You can temporarily download it here until I get it on Creative Crash.
Or click Read More to show the full script at the bottom of the post.

This is a script I started late last year, and I've recently come back and cleaned it up.  It allows you to grab the root joint of a joint chain to rotate and move it relative to the origin.  It creates a locator on your joint, bakes the animation onto that, and then allows you to interact with a shape on the origin to play with your joint chain.  After deleting, it bakes it all back onto the root joint.  Though it's fairly simple, and not entirely original, it has been one of my most-used scripts for exported joint chains (and also mocap cleanup).


It's pretty straightforward; you run the JHH_skeletonMover script to create or delete the skeleton mover.  It will intelligently put it on the object selected, then delete it off when you're done.  There's also a JHH_skeletonMover_originOffset procedure which will center the joint onto the origin; good for zeroing out your animation.  I'll be making a video pretty soon, but feel free to ask if you have questions.

I'll probably rewrite this in Python at some point, just to get some practice in.

Thursday, August 8, 2013

I'm Working For Hapa Games

As of today, I'm technically working for Hapa Games.  It's an indie company started by two of my fellow developers.  We're working on a 2D Co-op brawler with roguelike elements.  It's an idea we've been discussing for the past several months.  More will be coming soon.

For funsies, you can check out some of the reference tests I made back in June: