RE: Scripting FCurves/Keys (I know, I know...)

Date : Thu, 12 Oct 2006 20:57:12 -0400
To : <XSI(at)Softimage.COM>
From : Marc-André Belzile <mbelzile(at)Softimage.COM>
Subject : RE: Scripting FCurves/Keys (I know, I know...)
There is also ProjectItem.AnimatedParameters and co. you can use to quickly locate animation sources.

-mab

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf
Of Bernard Lebel
Sent: October 12, 2006 8:39 PM
To: XSI(at)Softimage.COM
Subject: Re: Scripting FCurves/Keys (I know, I know...)


I forgot to say: before checking the classname of the source property
of a parameter, check if the parameter actually a "source" property.


Cheers
Bernard



On 10/12/06, Bernard Lebel <3dbernard(at)gmail.com> wrote:
> Test the classname of the parameter(s) source on objects you suspect
> may have fcurves. If the classname returns FCurve, then assign a
> variable to the said source, which will bind with the fcurve object.
>
>
> Cheers
> Bernard
>
>
>
> On 10/12/06, Robert Moodie <robertm(at)hybride.com> wrote:
> >
> >
> > I'm doing a couple of tools for whiny animators* e.g. Set keys and then take
> > these values and copy them to the next found keys to create a hold.
> >
> > All the FCurve/Keys examples in the SDK docs use AddFCurve or AddFcurve2 to
> > set the scenarios and easily return the fcurve object for future use in the
> > script examples.
> >
> > There are a bunch of possibilities for getting the fcurve objects for a
> > specific (selected) object and also I thought about IsEditing - right now
> > I'm just looking at approaches.
> >
> > Does anyone have any tips for quickly and efficiently getting to fcurves on
> > a selected object?
> >
> >
> >
> > * I love animators really, I'm just playing...
> >
> >
> > robert moodie
> > td | Hybride
> > www.hybride.com
>
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