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.
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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
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