Macintosh 32-bit PPC Macintosh 32-bit Intel Macintosh 64-bit Intel Windows 32-bit Windows 64-bit
Pose Transfer Command The main feature, this command will copy rotation, scaling, and transform between different characters. The copy is by joint name, so you can cross between Gen3, Gen4, Smith Micro, and even custom figures if they're named the same way. Copies morph settings between instances of the same character, too! Copies ANIMATION in both standard keyframe mode (faster) and “bake” mode which will capture Physics, ERC, motion path, and IK related movements. Additionally, it includes the ability to invert the value - great for mirroring movements. THERE IS NO UNDO!
Stack Tweener Ever wish you could oscillate along the bezier spline? This will let you! Stack up to six different sub-tweeners with configurable percentage weight for blending. Need more than six? Just stack in another stack!
Clear Timeline Command I gave you a “deep” delete with ERC, now here's its brother: Select a keyframe or tweener, and this command will clear out the entire timeline that it is sitting on. THERE IS NO UNDO!
TowardAway Shader Ever wanted to shade the two sides of a polygon different colors? With this simple shader, you can. White when the normal is pointing toward the camera, black when it is pointing away - this is great for simulating linings in clothing (which is nearly always one-sided).
Color Balance Shader Is that texture map just a tad on the green side? Colors too vibrant? Have a great prodecural stack that's just a bit too dim? This simple shader lets you adjust R, G, B, H, S, V values of the color result of a sub-shader.
Color Separation Shader So suppose you want just one channel out of the available color? This separation has two modes: pure, which will extract the red, green, or blue channels. And greyscale, which will give a greyscale representation of Red, Green, Blue, Alpha, Hue, Luminosity, and Saturation. Optionally adjust the brightness of the extracted layer, and even invert the value.
Color Merge Shader The opposite of Color Separation, this shader allows you to build a new color based on the input of four sub shaders - one for each channel (RGBA or HLSA)
Select the source figure (that is, the figure that you are copying FROM), and choose “Pose Transfer” from the “Fenric” sub-menu of the “Edit” menu (or press the default hotkey of Alt+Shift+T).
As is usual with pose automation helpers, your figure must use “Angles”, not “Quaternions” as the motion method.
The default mode is to transfer the pose information for the entire figure. This mode will ignore parented items.
If you wish to have the transfer happen based on your selection and all child elements (including parented elements), choose “Selected and Children”
If you wish to have the transfer happen only with the selection, choose “Selected Only”
By default, the only joint rotation is copied. You may selectively reverse the sign of the rotation by selecting the corresponding “Invert” checkbox.
If you select the “Pose Translation”, then local X, Y, Z coordinates will also be copied. You may selectively reverse the sign of the translation by selection the corresponding “Invert” checkbox.
By default, the transfer will honor any constraints on the figure. Clear the “Use Constraints” checkbox to override this.
By default, the transfer attempts to match joints by name. The match must be exact, including case. If you know that your destination has joints that are in exactly the same order, but do not necessarily match by name, un-check the “Use Joint Names” box. Joint data will be copied in sequence, and names will be ignored.
By default, only the current frame is copied. You may enable the copy of animation information by selecting the “Copy Animation Data” checkbox.
By default, the animation data will be copied keyframe by keyframe. If the source information is not in keyframes (For instance, it is motion path, physics, or ERC) then you can check the “Use Baking Mode” to copy the information directly. This may take considerably longer than the keyframe mode as it must actually change the scene time as if it were rendering, and then read out the values.
By default, the entire active timeline is copied. You may limit the frame range by selecting the “Limit Frame Range” box and entering a starting and ending frame.
By default, the timeline is copied directly to the destination. If you want the destination copy to start at a different time than the source, select the “Set Destination Start Frame” box and enter the frame number that you want the copy to start at.