I was hoping I’d be done with scripting for a while, but then necessity reared its head – After running into the old “skin was bound at a different pose” error, and the “Go To BindPose” screwing up character’s rig, I decided to write my own bindPose tool. There’s no reason “restoring” a bindPose should shoot a character’s jaw up through their head…
When the UI is loaded/refreshed, every dagPose node in the scene is selectable from a drop-down menu. If a skinned object is selected with the UI is loaded, its bindPose node is automatically selected.
Selections between the member and parent lists are synced up – select a member object will also highlight the stored parent. The pose can be restored for all nodes, or just those that are selected (something the dagPose command doesn’t appear to do). Poses can be restored globally or locally. And just to be extra careful, the current pose can be saved to a new node, so it can be restored later.
With the ability to copy and paste poses, this script could be a useful animation tool… but that’s not its intended purpose. Instead, I’ve started to write a separate script, modeled after 3DSMax’s copy/paste tool for Biped –
For now it’s just a UI, but getting it to work should only be a matter of time… preferably after I finish Rose.