Main Rollout:
The controls in the main rollout are useful for quickly controlling a Morpher modifier while animating.
Current Morpher Group:
Pick Current Morpher:
Use this to pick an object that has a morpher modifier applied. All operations in the script will be applied to the object you pick here.
Object/Modifier Labels:
These labels just list which object and modifier on that object are being currently worked with.
Set Channel Keys Group:
Use these controls to apply or modify keys to all the morph targets at once.
In/Out Tangent Dropdowns:
When you set or modify keys, the keys will have their tangents set to the these values.
"L" (Lock) Button:
Turning this on will force the above In/Out tangents to be the same.
Set All Tangents:
Hitting this will change the tangents of all the keys on all the morph targets at the current time. It will not add any new keys.
Key All Channels:
Hitting this will add a key to all morph targets at the current time, and change the tangents of any existing keys at the current time.
Copy Channels Rollout:
Use these controls to copy animation from one Morpher modifier to another.
Source Morpher Group:
These controls are a duplicate of the "Current Morpher Group" in the Main Rollout. All controls here work the same as above. This object acts as the source of the animation you want to copy.
Target Morpher Group:
These controls allow you to pick a Target morpher object, where you want the animation from the Source Morpher copied to.
Source/Target Channels Groups:
Channel List:
These list all the morph targets for the currently picked Morpher modifiers.
They also show which source animation channels with be copied to which target channels (ie. the animation of the first item in the source list will be copied to the first item in the target list).
Up/Down Arrows:
Use these to re-arrange the targets in the channel lists, in case the morph targets aren't in the same order.
Add Null:
If the source and target morpher modifiers don't have the same number of morph targets, you can insert a blank line in the channel list to ensure that the proper channels line up in the list.
Del Sel:
Deleting a channel will remove it from the channel list, and prevent it from having it's animation from being copied/pasted over. It will NOT delete the channel from the actual modifier.
Match:
Currently unimplemented.
Delete Existing Animation:
When animation is copied from the source to target morpher, having this on will cause the target's animation to first be deleted. Without doing this, copying animation may be unpredictable (since the original animation will mix in with the source animation).
Copy Animation:
Copies the source morpher's animation to the target.