I am a biomedical engineer and I am currently working in using Blender 2.49 with a script to animate a model from MakeHuman according to LocX,Y,Z and RotX,Y,Z it imports from a .str file.
Right now, the script I have written so far allows the user to match each object (armature) in the model with a body from the .str file. What I’m struggling with is how to select each bone in pose mode then keyframming and rendering the final animation. I should probably mention that the bones don’t belong to the same armature, as I want each of them to have three degrees of freedom when it comes to its Loc. The only reason I’m using them is to makre it easier to deform an exterior mesh (skin).
Does anyone know how to do this? If anyone has a code that performs part of the functions I need and doesn’t mind sharing it, it would be most helpful. Also, if you know of a better approach I’m all ears
I suppose you know names of your armatures (armature + object_armature like in this thread here), the name of the bone you’d like to manipulate. Then the following will set-up bone’s rotations as per the given Euler angles (eu variable) at fNumber frame-number.
My previously published code (posting # 2 above) deals exactly with this - sets values for rotation of a bone from an armature at certain frame-number in bone’s corresponding IPO which then used while Blender render is animating the scene.
Select Your Armature
Suppose there are 3 Bones
Bone1. Create a Empty on the Starting Point that Bone named eBone1
Bone2. Create a Empty on the Starting Point of that Bone named eBone2
Bone3. Create a Empty on the Starting Point of that Bone named eBone3
I am having a problem with Copy Location because all bones in an armature have their Loc set as the Loc of the armature. Do you know if there’s any way of making the recalculate it?
Armature->Edit- Mode
Select Bone ->In the Edit Window->Uncheck CO button, By doing this your this Bone will be disconnected from the parent bone and it will still be child of the parent bone.
I’ve figured out a way using copy location and rotation and a a script link to make the armature update its position every frame but I can’t make the mesh deform itself along the way. It’s weird because it moves alright when I grab or rotate each bone manually. Do you know why that may be?