Hello !
I've created a rig for a hand and linked some parameters to an attribute holder using custom attributes.
Now I wanted to instanciate the modifier on every control object so anytime I select a control object the properties show up in the modifier panel.
This is working great but there's a drawback I didn't anticipated.
So far here's what I have without the instanciated modifier:
and now with the instanciated modifier:
Everyting is working like a charm, except the keys displayed in the timeline.
The timeline is now messy and almost unusable.
As every animation key are juste position/rotation keys on most control objects, all I need would be to hide the unneeded keys inside the modifier.
Is there a simple way to do that ? I'd like to add a switch button to the modifier UI for the unneeded keys...
Thank you for any help !
Replies
The problem is that for some reason the keys want to stay in the custom attributes of the attribute holder modifier.
Here you can see, I have wired only Y_Rotation and Z_Rotation on my control object:
This is a 2way wire. I wonder if this is why there's a "master" on the wire parameter dialog ? I'm gonna try to change this, but every wire is set using maxscript and there's nothing about it in the documentation.
Note: the transform keys showing up in the timeline are in the X_Rotation channel. Because there's a transform lock I didn't care, there are all set to 0.