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    MorfToFrame Plugin panel

    This plugin installs itself as a Generic Plugin named MRB::MorfToFrame. This plugin allows you to take a model that's been created with groups of EndoMorphs (i.e. with the MD2 or MD3 importers) and creates some keyframes so you don't have to do it yourself through the Graph Editor.

    When this runs, it will add the LW_MorphMixer plugin to your selected object (you need to have one selected to get this to work) if it hasn't been already.

    I'm breaking the panel into 2 pieces becaues it sort of flows that way. I'm going to descibe the botom half of the panel first, so bear with me ...


  • Animation
  • - which Animation you want to keyframe. Choosing a different one will give you a different set of controls beneath the horizontal divider.
  • Length of Animation
  • - This is a static field that simply shows how many frames are in the selected animation.
  • Keyframe morfs
  • - in order to actaully have keyframes generated for the current animation, this box needs to be checked off.
  • Starting at
  • - where frame 0 in the animation should be created. You'l get 1 frame for each frame in the model. Keyframes are created at 100% for each frame for one frame only. These values are cumulative, so if you overlap 2 sets of animation, yo uare going to get weird results.

    This portion of the panel lets you do some quick and dirty 'fill-in' stuff for the start frame values. Basically, instead of doing math, you can simply check off the ones you want, and use these values to 'seed' start frames. It will start at the start frame of the
  • Seed All Active Animations
  • - This does the deed. Once you've got values setup, click this to fill in the start frames.
  • Buffer Method
  • - There are currently 2 methods of creating start frames. Absolute means that the Buffer Value will be used as the number of buffer frames to place in between each selected animation. Round-Up Places each start frame at the next multiple of the value entered in the Buffer Value field.
  • Buffer Value
  • - the number that's going to be used when seeding start frames.

    -- EXAMPLE--
    Given 2 animations of lengths 5 and 7. Using a Buffer Value of 3 ..
  • Absolute
  • seeding would start the 2nd one at frame [0 (start) + 5 (length) + 3 = 8].
  • Round-Up
  • seeding would start the 2nd animation at frame [0 (start) + 5 (length) = 5 --> 6] (next multiple of 3)
     
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