DKWROOT scripts *NEW LAYER SELECTOR

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dkwroot
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DKWROOT scripts *NEW LAYER SELECTOR

Post by dkwroot »

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INFO AND UPDATES
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INTRODUCTION:
I'm going to be adding all of my scripts to this thread to promote cleanliness and ease of access.

UPDATE:
Added a new layer selection tool. It's very useful! Since AS 11 uses a lot of the features I provided in the old tools, I reorganized my tools with AS11 relevant tools first and less relevant last.

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FUTURE SCRIPT PLANS
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LAYER SELECTOR
AS COMPATIBILITY: PRO 11, OTHERS UNKNOWN
TYPE: TOOL
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VIDEO: https://youtu.be/c3ALCaAw2Rg?t=8m39s

DOWNLOAD:
INSTRUCTIONS:
1. Unzip files and place LUA file inside of custom tools folder.
2. Choose either the light or dark icon and then place the image within the script folder.

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BONE GROUP SCRIPT.
AS COMPATIBILITY: PRO 10, OTHERS UNKNOWN
TYPE: TOOL
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DOWNLOAD: CUSTOM TOOL VERSION


DOWNLOAD ICONS FILE: <2 VERSIONS>

INSTALL INSTRUCTIONS:
1. Unzip the Icon FOLDER into either: ...\Smith Micro\Anime Studio Pro 10\Resources\ScriptResources
2. Unzip the Scripts file into your custom scripts tools folder: ...\Anime Studio Pro\scripts\tool
3. Unzip either dark or light icons from the folders DK or LT into the same folder as step 2.









==== OLD TOOLS (NOT USEFUL BEYOND AS 10) =====


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MASTER SWITCH LAYER CONTROLLER
AS COMPATIBILITY: PRO 10, OTHERS UNKNOWN
TYPE: EMBEDDED SCRIPT
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DESCRIPTION: This script allows you to use one switch layer to control all switch layers in a character regardless of nesting.

STEPS
#1. The root folder for your character must have ".MASTER" at the end.
#2. You only embed this folder in the switch layer you want to be the master switch. Name this layer whatever you want.
#3. All slave switchlayers must be named the same as the master switch AND have ".SLAVE" at the end.

DOWNLOAD:

EXAMPLE FILE (MAKE SURE YOU EMBED THE CODE IN THIS FILE!):


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ANIMATED SHAPE ORDER
AS COMPATIBILITY: PRO 10, OTHERS UNKNOWN
TYPE: EMBEDDED SCRIPT
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DOWNLOAD LINK:

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POINT MANIPULATOR & BRUSH/PENCIL TOOLS + FRAME-BY-FRAME TOOL
AS COMPATIBILITY: PRO 10, OTHERS UNKNOWN
TYPE: TOOL
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DOWNLOAD SCRIPTS FILE:
DOWNLOAD SCRIPTS FILE (ANIME STUDIO 9.5 or EARLIER) EXPERIMENTAL:

INSTALL INSTRUCTIONS:
1. Place the "dr_brush" and "dr_ptool" files in your custom anime studio tools directory
EXAMPLE: C:\DOCUMENTS\Anime Studio Pro\scripts\tool

2. Place "dr_utility" in your custom anime studio utility directory
EXAMPLE: C:\DOCUMENTS\Anime Studio Pro\scripts\utility

3. Choose whether you want to use light icons (LT) or Dark icons (DK) and then go into either the LT or DK folder and place "dr_brush" and "dr_ptool" in the anime studio tools directory.
EXAMPLE: C:\DOCUMENTS\Anime Studio Pro\scripts\tool

4. Place the DR_TOOLS folder (copy the actual folder) inside the script resources folder.
Example: C:\Program Files\Smith Micro\Anime Studio Pro 10\Resources\ScriptResources

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IMAGE SEQUENCER SCRIPT (BONE CONTROLLED)
AS COMPATIBILITY: PRO 10, OTHERS UNKNOWN
TYPE: EMBEDDED
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Special Thanks to HeyVern who's awesome idea for an image sequencer inspired this script.

INSTRUCTIONS:
1. Make sure that your image sequences are named with an underscore between the image name and it's numbers. The number of zeros that go in front of your image number doesn't matter, just make sure you have an underscore. Example: Apples_01 , Grapes_00003 , Cherry_2 , Oranges_0000000000000000010
2. When you load in your image, make certain that the bone controller and the image layer are named the same.

DOWNLOAD FILE: CURRENTLY DOWN FOR IMPROVEMENTS
Last edited by dkwroot on Sat Oct 02, 2021 1:45 pm, edited 49 times in total.
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synthsin75
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Re: BONE GROUPS (HERE AT LAST!)

Post by synthsin75 »

It's now best practice to have users install to the custom user folder. It's also best practice to go ahead and rename the tool using your own prefix, even if modifying an LM tool.

That said, nice mod. Interesting implementation.
dkwroot
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Re: BONE GROUPS (HERE AT LAST!)

Post by dkwroot »

I know, I installed it in the main anyway. I'm a rebel like that. :wink:

update:
I went ahead and made a custom tool version. I followed normal procedures for those worried about script conflict. :D
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Onionskin
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by Onionskin »

Thank you very very much for the Bone group script! :D
chucky
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by chucky »

Love the script,
Would it be possible to have with your own prefix ?
dkwroot
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by dkwroot »

@ONION
You're welcome. Make sure to check back from time to time for updates and new scripts.


@CHUCKY
You can setup names for the sequencer however you want. Just make sure you use the underscore followed by your number order last.
If you're talking about the bone groups, just make sure you only use one period in the name and ensure that it's followed by the group number and nothing else.

Valid Sequencer names:
My_mouths_(stuff)_001 , Green_eyes_stuff_words_1 , this_is_(an)_example_0000001

Valid Bone Group names:
Whatever_I_want.2 , Something4415_else.20
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Lukas
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by Lukas »

Very nice script!
chucky wrote:Love the script,
Would it be possible to have with your own prefix ?
+1

I will not be able to remember if the tail of my character is called "12" or "13". Being able to call the group "Tail" would be better.

I usually name my bones tail1, tail2, tail3. (I could live with tail.1 tail.2 tail.3) I'd rather have the 1st name before the "." as a group. Instead of the number after the "."

Also, it doesn't always recognise which groups are hidden and which aren't.

Adding those things would make it a killer script.
chucky
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by chucky »

HI sorry I should have been more clear, I didn't mean bone names.
I actually meant to the script itself , so as not to replace the lost marble original.
There are several other bone scripts around that I like too like videodv's bone namer.
It would be soo good to see all these great features absorbed into the programme proper one day
dkwroot
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by dkwroot »

@LUKAS
I'm currently experimenting with custom bone group names. It looks promising, so expect a future update that will deal with this. As for the problem with some bones not hiding, you just need to update the tool by clicking on the panel and closing it. I'll throw in some code that will auto-refresh it in the future, but it's not a big deal. If the problem persists, make sure the group bones aren't checked as "SHY" as that can create conflict.

@ CHUCKY
You can use the custom tool version of the script. There are two versions, one replaces the lost marble original tool and the other is a custom tool. As for the bone namer, I've never used that script. What does it do and what are it's advantages?
chucky
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by chucky »

Thanks for that info, I'll be using it for sure.

The bone renamer script allows you to store rigs as a list of names for consistent rigging , it also stores a colour for that name.
This means you can select from a drop down menu to name the bone instead of typing it all up. Also the bone will automatically inherit the allocated colour.
You can keep any number of rig lists and call them up when you need to rig ( I store mine in a special folder in custom content)
viewtopic.php?f=12&t=24756
dkwroot
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by dkwroot »

Well, you guys asked for it and now you have it. You can now name your own custom bone groups.

@CHUCKY
I checked out the script, but I don't understand it's value. If you wanted to have quick and easy access to pre-named bones, just make an anime studio document with reference bone layers. In those layers, create all kinds of pre-set bone rigs and then just copy and paste the bones from that document into your new one. Using this method, you can create all sorts of pre-designs including ones for plants, animals and whatever else you can think of.

The only trouble you'll have is that you have to recreate the bone groups each time you make a document. This little issue is easily solved if you just create a blank anime studio file and then create all of the bone groups that you typically use in animation. Then just save that file as your startup file and you'll always have all of your groups named and setup as soon as you start the program.

What's really cool is that when you copy bones over from other files, it takes their names too. This means that they'll be auto-assigned to their respective bone group without you having to break a sweat. :D


NOTE::
I might be gone for a few days. I'm going back to the states today. :D
chucky
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by chucky »

Yes it is true as you you say, storing rigs in the library, named and ready is a great way to go.
This is for when that hasn't worked out conveniently.
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Lukas
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by Lukas »

I like where this is going, dkwroot! Keep it up.
chucky
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by chucky »

I love the point manipulator script DKWROOT, thanks so much for sharing.
EHEBrandon
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Re: DKWROOT scripts (BONE GROUPS, IMG SEQ)

Post by EHEBrandon »

Cannot wait for the point tool.... Please message me the link when its ready...
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