3DS Max Bone-Related Question - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: 3DS Max Bone-Related Question (/thread-34721.html) |
3DS Max Bone-Related Question - Carpaccio - 12-01-2018 As usual google and other various search engines prove to be completely useless in regards to a rather specific question I have. Now this may seem a little odd, but in a few projects of mine I've received a few 'pre-posed' DAE's with bones and such. Currently, I have to spend a ridiculous amount of time resetting every bone rotation back to 0,0,0 to return the model to it's base pose. Now I've got a significant amount of models and doing this manually to every single one would be incredibly time-consuming and I'd get very burned out very quickly. I was hoping someone here could inform of a way or perhaps supply me with a script or plugin that would hopefully automate the process of resetting the rotation of all the bones (or is it pivots?) to 0,0,0 so I can export in 'bind pose'. Can anyone help? RE: 3DS Max Bone-Related Question - TGE - 12-05-2018 Do note that all rotations at zero do not make a (proper) bind pose. MaxScript: Code: for o in objects where classof( o ) == BoneGeometry do |