I'm working on a tool for updating shapeKeys inside a mesh's Shape cluster. I can't use GATOR to transfer the shapes (that creates a new Shape cluster anyway, which I don't want). My original intent was to: 1. compare my rig model with my shapes model, storing any animation or expressions on shape keys
2. delete shape keys out of my rig model
3. copy over the updated shape keys (same names) from the shapes model
4. re-apply anim/expressions

The problem I'm having is between steps 2 and 3. I am not sure what the best method is for transferring shape keys. GATOR just dumps the whole lot into a new Shape cluster, which I don't want. So I'm falling back on Application.CopyPaste(). Now this works fine when dragging and dropping via the mouse. But for some reason, when firing the exact same command in code, it bombs and throws an error on that command. However, if instead of deleting specific shape keys, I delete the entire parent Shape cluster, then CopyPaste() works just fine. It's almost like the CopyPaste() command fails when fired from code AND a Shape cluster already exists. But clearly, I can't just delete the Shape cluster, as we might have custom shapes inside it that aren't in whatever model we're sourcing from for the update..

Any ideas?

Honestly this would all be much easier (I think) if there was a way to update point data inside a shape key, but I can't tell if that's possible or not, hence my current method of deleting and re-applying anim/expressions.

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/
/

Reply via email to