you could maybe make a new attribute that appears in the channel box, and connect them in the connection editor? than do the expression but persnally i would just script this in pyhton or mel
It's part of AD's evil marketing ploy - LT users have to buy the full Maya version for MEL, regular Maya users have to buy LT for shader FX ....yay, profit! ;)
There is also this script at highend3d, that appears to be an update to an older script I once used, that mimicks that functionality. I presume, without looking at the MEL, that it's just macroing the constraint-delete constraint method.
Blizzard must have some amazing Mel scripters, because it's nothing really special right out of the box. :/ Hypershader system is cool though. Node Based system = teh win
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Love mad max sooooo much!!! Looks really promising, main dude reminds me of Quinn from dexter haha. They should make a racist mel Gibson version for pre orders haha
Lots of advanced features like stretchy spine, IK/FK switch and matching, mel UIs, deformation controls. I intend to specialize in rigging and animation myself so I find it quite impressive.
OK, I know python isn't supported in LT (fingers crossed that it gets added at some point). Odd that there's a download for an LT version of Substance Integration if there's no MEL equivalent. Ah well, thanks for the reply.
in the mel window copy and paste the line below source "C:/Ninja_Dojo/Bonus/Ninja_Topo.mel";Ninja_Topo Just change the path to where you downloaded the script you can then drag and drop that line into a shelf
To do it with script you'd copy and change the current xform. I don't do Mel so can't help with the syntax though. If you're just doing this by hand though why not use the transform type-in on the upper toolbar?