Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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7.x, 6.x
Operating Systems
History
Created: | 03/22/2006 |
Last Modified: | 12/16/2016 |
File Size: | 13.3 KB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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uberactive said over 14 years ago:
The deformed object must have a skeleton bound to it in order for this script to work. My biggest complaint is that it places a bone at each vertex that is deformed (so this is pretty worthless with high polygon meshes). It would be much more effective if you could specify the density of the bones and have weighting work out some of the deformation. -
guillermo dupinet said over 14 years ago:
I'm agree. The idea is great but It's not clear how it works -
ESR911 said about 17 years ago:
It is exactly what I am looking for, but it doesn't seem to work. I wish there was more explicit instructions on how to use.
Post a review:
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