LW Layout has a wonderful little check-box that lets TD’s be a bit lax with their precision math… “Normalize Bone Weights” (Bone Properties panel) has Layout make sure that every Point’s weighting combines to yield a total of exactly 100%. This script does this in Modeler… making sure that the combined totals of all or [...]
Link an item to a point in a mesh with displacement modifier and/or bones. (NOTE: in LW 8.0+ you can use FX Dynamics to link items to particles/FX items)
StickyBonesGN orients and adjusts the rest length of the selected item’s parent to match. This helps in rigging up bones in Layout by trying to simulate, in a limited way, the behavior of Skelegons as you use them in Modeler.
Creates a bone cage (lattice) around a mesh. Lattices can take the form of bones, in LightWave, placed in a particular formation around the mesh. This script takes this further by allowing you to model your own cage in Modeler, and the script uses that as a reference to create an array of bones.
Activates, deactivates and rests bones. This is a group of four (4) scripts that were written for setting up bones as well as remedial method when my days were going bad. BonesActiveGN – this simply brings all bones in a given mesh in active status (it does NOT rest them). Just select a bone or [...]
Batch rename, match VMap to skelegon. Remove zero value maps.
This command converts key frame rotation animations to the data for plg_IK and plg_Curve_Bone.
This motion modifier plugin curves bones like a spline curve. It curves bones along a virtual spline controlled by items’ positions. This plugin can be applied to the hierarchy parts which consist of only bones. It is suitable for spine-like parts. See also: SRT to PLG IK
A generic scripts to load bone ‘favorite’ selection sets from a scene and add them to the current scene.
Two generic scripts to dislocate and reattach parts of rigs, and add control bones in a rig.