Scripted in response to teotoon's question in the 'How Do I...?' section:
Let me know if it's useful for you and if you encounter any bugs or problems.
- Download link: LK_SwitchMarkers.lua
Moderators: Víctor Paredes, Belgarath, slowtiger
Let me know if it's useful for you and if you encounter any bugs or problems.
Oops... Thank you! Not the first time I forgot to include the table.contains function. Fixed it and re-uploaded.
You're welcome. I find it very useful myself too, so thanks for sparking the idea.
I updated the script. I think it catches all those invalid keys now, but please let me know if it works.SimplSam wrote: ↑Thu Jul 22, 2021 6:20 pmLooks like there may be an issue when there is no 'active child' and the Switch defaults to the topmost child-layer.
i.e. This defaulting can happen when you create a new Switch Layer from existing group of layers - and it does not set an active child layer. Or if you delete a used child-layer and the Switch still refers to it.
Nice
No problemgilcartunista wrote: ↑Fri Jul 23, 2021 1:31 pm Hi Lukas...Thank you! For your enormous generosity! Now the names appear wonderfully in my version 11!!! Grateful.
Could you elaborate how you would want to use this on a bone layer? I see some possibilities, but I'm not sure how it would be useful, because a single bone layer can contain many bones that all are keyed in a different way. It has many more dimension than a simple switch, so I'm not sure if its worth getting into.gilcartunista wrote: ↑Fri Jul 23, 2021 1:31 pmJust a suggestion... this is very useful for the bones, it would be nice to have it there too...Thank you.