Scripting Animation Layers, Part2
| Date : Tue, 17 Apr 2007 09:59:46 +0200 |
| To : xsi(at)Softimage.COM |
| From : André Adam <a_adam(at)49games.de> |
| Subject : Scripting Animation Layers, Part2 |
//Start rant
Hi, next try to do something useful with animation layers via scripting. Did I miss something or are there really only these five commands to deal with them:
GetCurrentAnimationLayer - Returns an integer GetNumberOfAnimationLayers - Returns an integer AddAnimationLayer - Does just that DeleteAnimationLayer - Reference to Layer via - guess what - an integer DuplicateAnimationLayer - Reference again via an integer
Of course, what I really need is decent OM access, however, I certainly could live with commands *if there was any way to reference animation layers by name*. I can't even seem to find out the name of the current animation layer. And, just to really make my day, I can't even move through the Mixer and pick up the required information from there, because Animation Layer Tracks are missing the Type property. Any attempt to filter out the layer tracks therefore crashes right away. (This is a bug, isn't it? I don't even want to think what this means for my Mixer tools in general...)
//End of rant
On a more constructive note, is there anyone who had success in associating layer names with layer indices and willing to share the recipe? I guess I could filter the AL tracks through error handling, something like
try{
LogMessage(oTrack.Type);
}
catch(oError){
LogMessage("Oups, we seem to have found an animation layer...");
}but hey, there must be a better way...
Thanks for any piece of information on this topic. Cheers!
-André
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