Hello folks, I have some rigged biped characters which I want to export to UDK. For exporting to UDK, the bones objects must have the same name of default UDK Skeleton. Whenever I manually rename the bones, it works perfectly, however I want a script to this automatically. Searching on google I came to this topic:…
Thanks friend for the fast repply and taking your time for helping me :awesome: You are right, the two values of dataPair are being correctly processed on the script. I changed the script a bit: ( local nameMap = #( \ dataPair "R_" "Right", dataPair "L_" "Left", dataPair "Clavicle" "Clav" -- add more mappings here ) for…
The script is correct. Did you add all the dataPairs at line 8? The script as it stands will only find and rename two objects. (Lines 6 and 7). "I think the problem is with the variable namePair, which was not declared." In MaxScript you don't need to declare variables as strictly as with other languages. "for namePair in…
I think you're trying to substitute a part of the object name by another? GetNodeByName needs the fullname :) not just a part of it. The script work, it just doesn't find any node just named 'L_' or 'Clavicle' It can't find (currently) 'L_Clavicle' or vice-versa. This should do it: ( local nameMap = #( \ dataPair "R_"…