to create a conform cloth with script?
YudinEd
Posts: 90
Interesting, is it possible to create conform garment using a script?
I understand
1) to load character
App.getContentMgr().openNativeFile( DUFname, true );
2) to open ready clothing as OBJ
App.getContentMgr().openFile( OBJname, true );
4) Is there now any way ( function or script code) to create conform clothing?
???? :)
I forgot - to do OBJ as figure before this. I don't know how too. :(
Post edited by YudinEd on
Comments
So, what you want to do is launch and drive the "Transfer Utility" from within a script? If it's possible, perhaps it would be a DzAction, but that's just a guess. I'm a bit curious myself now.
I think this variant "drive theTransfer Utility from within a script" is good for me too.
I try to seach suitable DzAction.
In any case, there is still other problem - to make figure from ob j(prop). Other DzAction?
OK :)
Select our obj by label and create figure from this obj. What need to do farther?
Just in case Node Rename Action code (DAZ Sudio dialog). Choose by label and change node name and label for an obj or a figure.
You would need to be able to set the Transfer Utility options via script too, I don't know if that is possible. Converting a prop to a single-bone figure is not at all the same as using the Transfer Utility to create a new figure with bones that match the source figure.
Call "Figure Setup" pane
Sorry, I don't notice :). I used Figure Setup.
How I can rename node label without dialog?
If the node is stored in oNode,
oNode.setName( "NewName" );
Be aware of the possible consequences of chnaging a node's name.
I tried to search oNode by label :) I'm confused - how to search oNode?
If I could paste the parameters in the "Fifure Setup"panel window and execute , it will be fine.
Have we such possibility in a script?
Use the global Scene object:
var oNode = Scene.findNodeByLabel( "label" );
then check for validity and modify it.
I am not aware that the functions of the Transfer Utility are exposed to scripting, either via the dialogue or as methods on exisiting objects, but that doesn't necessarily mean they aren't.
Thanks again. Otherwise I would have wrote the code on half a page. non-working