Misc. plugin notes.  Some are simply reminders that they exist. Others include usage instructions and bug warnings.

 

Layout

Layout
Select Favorites (Lernie)
Vector Copy (DStorm)
Manual Sort - Separate program which facilitates reordering objects and bones.

Create Key+, Graph Type, Auto Graph Type - from DStorm
Change the settings on any/all KF using the "Graph Type" and "Auto Graph Type".  Obviously, you will lose any custom settings on KF to which you apply these plugins.
From the manual:

Summary
 

Create Key + can specify curve type for keyframe in addition to usual key creation feature.
Graph Type modify curve type for specified keyframe, or specify options for Auto Graph Type.
Auto Graph Type can modify curve type without gui, accorgint to parameters specified by Graph Type.

Caution
 

You can specify frame range in Graph Type.
Basically, you will use same format as rendering option.
For example, if you want to modify curve type at 10 frame and from 15 frame to 30 frame, specify frames as following:

10, 15-30

You can also specify minus frame. In this case, you have to use double quotation mark.
If you want to modify curve type from -60 frame to -30 frame in addition to above example, specify as following:

"-60"-"-30", 10, 15-30

SR_Reset_rest.ls from SteelRonin.
SR_RR_Pivots.ls from SteelRonin. (works better, but not totally accurate)
Can be used to set or reset Pos and Rot of bones. Will work on all selected bones.

KeyRestPose.ls from Anthony Ramirez
Resets KF to rest pose. Appears to work fine on multiple selection.

Skelegon Editor - from DStorm.
Consists of Skelegon Editor for Modeler which has many Sgon editing functions, and Skelegon Reader (LoadBones.p) for Layout, which must be used to convert Sgons which have been modified w/Sgon Editor. Setup parenting, specify which bones should have goals and nulls will be created for them. Parent in Place should be on when using.  Very useful for checking the rest position of bones. Note that is will load the bones into layer 1, and load object into that layer if requested.
Most IK settings must be done in Layout.

SgonEditor apparently crashes if some of the pgons are hidden in the layer being edited.  Crashes a lot, maybe best to avoid it.
Works for renaming sgons.
Note that when using Sgon Reader, it may change the settings on some of the pre-existing bones. In particular, goals and full-time IK assignments.  Probably best to turn off all goal-assignments in Sgon Editor, since Sgon Reader will then create the goals.

Trailer from DStorm.
Deform object along motion path.  Can be used in conjunction w/Curve Constraint.

PLG CurveBone
Curve a bone chain along spline defined by nulls.

Definitely Checkout:
ChanLum - Versatile, experimental shader.
Great thread about it here.

Mirroring/Cloning - Layout
 Some of this is old and has been fixed and updated in LW8
Faulkermano's FamilyClone does it all, but creates separate bones for rotation and position clones. Doesn't copy position correctly if follower is applied to objects (perhaps other conditions also). Rename seems to fail also when follower is applied.
(FI)
CloneSelectedItems.ls - Doesn't mirror. Clones selected heirarchy w/out screwing up.
FIsCloneSels.p (plugin version of above)
Can use LoadBones.p to load bones into modeller as skelegons, then mirror and tweak. Use Sgon Editor to rename.
H2MWMirror - Mirror selected items/motions in Layout.  Axis choice, though z and x appear confused.  It clones but doesn't mirror rotations.  Seems to screw up the keyframes.
Mirror X - mirrors across X along Z.
Mirror Z - mirrors across Z along X.
Mirror Y - Not clear what it does.
Maestro
In the default rig w/my modification, the animated items are (for creating Selection Sets in the Scene Editor):

HipAdj
HipRock
HipSway
HipTw
WaistC
ShldC
L/RShoulder
NeckBC
NeckC
NeckTC
L/RFC (finger control)
L/RThumb
l/rf1
l/rf2
l/rf3
l/rf4
L/RHand
L/RHandR (added by me)
L/RArmT
EyeC
L/RKnee
L/RHeelC
L/RFoot
L/RToeC
MirrorItem.ls - Mirror selected items/motions in Layout.  Only along X. Only 1 item!  Doesn't mirror rotations.

Mirroring Bones - Best Results:
Turn off Deform and IK during setup.
Mirror bones w/load bones or ortho.

Dup Cntl heirarchy, Rename:
Family Clone works if set to "Normal" and rename in a separate step than cloning. Else by CloneSelectedItems or do it by hand. Rename w/Family Clone in "normal" mode. Reparent to other side of model by hand (toggle Parent In Place as needed), then choose different follower items.

Family clone seems to mirror and rename w/following setup:
Mirror
Mode: Normal
Rename is checked and there are entries in the rename fields.
Use spreadsheet to set various properties.

 

FPrime Notes:

If an object is not rendering, make sure its subdivision level is greater than 0.

Sasquatch Notes:

To convert LW curves to Sasquatch guides:
Curve2Poly.p  Leaves splines in same layers as guides.
guidetool.p (Hurley).  Leaves splines, puts guides in new layer.
spline2guide.ls (Al Street).  Creates sas guides w/high point counts, deletes splines.

Light Shadowmap size has a pronounced effect on hair.

Long Hair Quickstart:
1.  Add Sas to deformation panel of guides in Layout.
2.  Add the surface names which should generate hair in "surfaces" txt box.
3.  Add Sas Pixel Filter
4.  Add Shadow of Sas shader to surfaces receiving Sas shadow.

For Long Hair, set all clumping controls to 0 to match guides exactly.

Clump Size will vary the length. At 100% or even 50%, this setting can push the length way beyond the length of the guides.

Fiber Wiggle Vary can reduce the thickness of the hair, even if Fiber Wiggle is set to 0.

ClumpHaircount (Fur only) - Increases hairs/clump, but decreases #/clumps. # hairs is unchanged.

Lock Thickness works like clumping.
Lock Helixing will mess hair in a circular way.
Lock Width will spread hair away from guides.
Clumps per lock - # clumps/guide. Use this to increase the thickness around a low guide count.

Fur:

Maximum Sleekness: Limit combing.  Prevent hair from going thru head. Can control w/map.
Clumping:
Total number of hairs is not changed by # of clumps.  If there are 500 clumps w/10 Hairs each, doubling the Clump Haricount will result in 250 clumps of 20 hairs each.
Clump Haricount:  # of hairs per clump. 0% = 0.

From Stu Aitken:
Clump haircount basically controls how matted the hair is - think of this as a kind of hair gel control - the smaller the value here the finer and more evenly spaced the hair will be, larger values giving more of chunky matted look to the hair - generally somewhere around 20% gives a good ‘interesting’ texture to the hair, but for now we’ll turn it down to 10%.
Clump size is fairly self explanatory - for human hair values of between 10 and 30% are useful - less or more than that and its starts looking a bit unrealistic.
Matting controls how much the hair in each clump comes to a tip - I’d generally recommend sticking to quite high values here - i.e. above 90%.
Matting skew on the other hand is best set a bit lower than default - this controls how quickly the hairs merge together (low values skew it towards the root, high towards the tip.) it also has a big effect on how thick and voluminous the hair looks - for high values you will usually have to compensate with higher densities (which are slower to render) or the hair will start looking thin again (though this is again dependant on clump hair count as well.
Lastly fibre wiggle, length vary and clump vary simply help randomise the hair texture a bit - you don’t want these set too high or the hair will simply look rather messy.
Styling
Time to go to the styling panel - turn down combing to 60% first since all the styling effects tend to be strongly influenced by combing.
Tangle normally randomises the initial direction of the hairs or clumps but since the initial hair direction is also controlled by combing (which is the stronger influence, the strength of its effect is inversely proportional to the strength of any combing applied.   I rarely use tangle much when doing human hair - the other controls are usually more than enough to play with without trying to randomise things even more : )
Root droop and tip droop basically mimic the effect of gravity, tending to push the hair strands towards negative Y - however combing is also pushing the hairs downwards since we have set it to point in that general direction. The crucial difference with the droop controls is that they give more control along the hair length - they allow you to push the hair further in towards the head, without it diving beneath the skin surface. As their names suggest each control is biased towards one end of the hair or the other - generally you will want to have root droop set higher than tip droop.
Droop is also essential for getting the hair to bend down when combing is NOT set to a downwards direction (e.g. if you were combing hairs along a dogs tail).
While droop always curls the hair downwards, curling will curl the hair in a direction perpendicular to the general direction of growth - in this case since the direction is downwards the hair will curl along surface of the skin - again this will have the effect of bringing the hair closer to the skull.  Curling has a very strong effect, so start with low numbers.
Curl vary will randomise the strength/direction of the curling through the hair and is therefore another option for bringing some natural variation into the hair texture.
Tip curl biases the curl towards the hair tips - it is based on the main curling value so you will need to have some curling active to use it.
Curl combing is one of the more interesting controls - it aligns the direction of curling to the combing direction and once again it is a modifier of the main curling value - its quite useful for making the hair ‘flow’ around the contours of the underlying mesh.
Tangle, droop, curling and combing are highly interdependent attributes since they all effect hair direction in some way or another - this can be a bit of a double edged sword sometimes - on one hand it’s what gives Sasquatch its’ amazing versatility when it comes to designing different hair looks and on the other it can often be a bit of a tug of war trying to work out exactly which parameter you want to tweak to achieve a specific effect - usually it’s a combination of all of them!  They also have a big effect on apparent hair length, which is something to bear in mind - often you will need to tweak hair length to compensate for high values.
Frizz and Kink basically add small and large-scale waves into the hair and are reasonably straightforward to grasp, but again their effect tends to ‘mix’ with the other styling options.  Frequency sets the general scale of the wave relative to the hair length.
Many of these parameters will also accept negative values, which can often lead to interesting results…And then of course there’s mapping! All of Sasquatch’s parameters can be mapped which gives even more control, especially the fractal noise option which is very useful for subtly varying the effects throughout the hair mass. Do be aware though that mapping works at the surface level - i.e. it effects whole hairs at a time and does not vary hairs along their length - this is not always obvious especially as what you see is often an outer surface of hair tips and not the hair roots which is essentially where they are being mapped.
Another mapping type that is often overlooked is slope mapping - this basically varies an effect depending on how steep the surface that grew it is - since a head is basically a big sphere, slope mapping can often be quite useful.

TAFA Notes:

For ideas about increasing efficiency, see the moder notes, endomorph section.

If Skelegons are present in a given layer of a model, the .mdd file from that layer will not deform the mesh.

If any auto assymetry is used, those layers cannot be exported for use w/Morph Mixer.

Naming Morphs:
Names are case sensitive, both in TAFA and LW.
Group.Name.Position
If 2 morphs have the same Name, the first in the list will fill the auto palette. I.E. If there are morphs called:
Group.Name.U
Group.Name.D
Group.Name.UR
Group.Name.DR
Group.Name.UL
Group.Name.DL
the .U and .D morphs will be used to populate the "Name" auto palette.

 

 

Modeler

Colin Cohen
Symmetry Repair: SymmRepair repairs object symmetry. To use it, first, explicitly select the points or polygons (on both sides of the X axis) that you want to symmetrize. After activating the plugin, specify the Preserved Axis (-X, +X), the amount of Tolerance used when searching for points, and whether or not to Fix Center Points. Be careful when specifying tolerance -- too high a number may cause points to be mismatched, and too low a number may prevent anything from happening.  Very useful.  Too high a number can also cause them to move too far (try .1mm), and in general, ,,,,,turn off centering.

Kvaalen's Mirroring Tools:
MirrorX.ls
Del-X.ls - Delete pgons on -X
Del-Xp.ls

Lernie
ToggleSP_BypassPolySel.ls
Extend&PPSnap.ls
    Extender w/snap to last selected point.
SymmetryExtend&PPSnap.ls

Converge.p

Absolute Size
Soldati's Bg_Stretch and Bg_UScale (.lsc)

FIchikawa
SpinPolyPair.ls will spin any poly pairs.  Interactive - click +/- butns.

CREATING MORPHS

Kevin Phillips
Masked Morph Copy
Allows you to use weightmaps as 'masks' to copy areas of a morph to a new morph. Allows for multiple morph copying, and inverse weightmaps.

David Ikeda - PowerTools Plugin (several tools).
Make Polygon - Make a pgon from a lasso selected group of points.
May need to select from view in which all points are visible. Works great when it works. Sometimes creates several pgons instead of one..

DStorm
MorphMap Mixer
Type: Modeler
Version: 1.1
Date: 08/24/2004
Description:
This is modeler plugin to mix morph maps by slider.
This is similar to morphmixer that is layout plugin.

Path2Motion
Convert curve to motion path w/options.

HairSpray

 It only works w/quads and tris. Won't spray onto subpatches. Once HS is exited, splines have to removed from the layer before it can be used again.

During spray, guides retain their orientation to the model.

QUICKSTART NOTES
1.  "Setup Guide Tab" for spline properties, Go back to "Apply" tab.
2.  RMB to create single guide and adjust shape. Choose Operation/New Style to name the spline shape.  Spray.  Need a couple clicks in perspective window so spray can "find camera".  If spray is not working, that's probably the problem.
3.  To create a new style, choose Spray Style/Scratch, make new spline w/RMB.  Name new style to save it.  Styles can be load/save/rename/delete in Operation pulldown.

DURING SPRAY SESSION
RMB will display spline guide of current style.  RMB on any vertice to adjust shape of guide. HS will automatically go into scratch mode, creating a temporary style which can then be named, otherwise, this remains the current "scratch" guide.

Normal Lock determines orientation to polygons being sprayed upon.  0% => use normal of pgon under mouse.  100% => use normal of first pgon being sprayed for duration of spray.  Can be changed between sprays.

ADJUSTING EXISTING SPLINES
Any style can be adjusted w/Adjust Tab.  This will adjust all splies which have been sprayed, as well as the "nozzle" guide.  If "scratch" guide is adjusted, all splines created w/the scratch guide will be set to the current "scratch" shape once spline adjustment begins (even if scratch guide has been adjusted during session).  Adjust blend will list all the blends which have been sprayed.  Each spline can be adjusted during this procedure (very cool).  Any guide which is part of a blend will not be adjusted when a single guide is chosen in "Adjust style".  Collision detection continues during adjustment.

Normal Lock and Spline Divisions can be modified during a session (between sprays), existing splines will not change.
Default guide segs affects the number of segments when a new spline is begun using Spray Style/Default Guide.

BLENDING
When using blending, HS will create the number of hairs listed in the blend count, morphing from the "Spray" style to the "Blend with" style.  If the spray is interupted before the count runs out, it will continue when the spray is resumed.

End behaviors for blend include stop, continue (continues with "blend" (ie.second) style), repeat, flip.

DStorm Mapping Tool
MorphMap Renamer
MapBrowser
Morphmap Mixer
Mirror Morph
Delete Map

LynxAspect Texture Tools
Texture Guide 2
Relax UV

Bevel/Edge Splitting Tools

Bevel
Vertibevel
Bevel++
Edge Bevel
   Bevels selected polygons or edges (by point selection). The Bevel can be adjusted by scrubbing in the interface or by using the numeric window. Further adjustments can be made until the tool is dropped (space bar).

Magic Bevel
   interactively drag out a bevel along an editable path with tremendous control over how the bevels are created. Tentacles

Rail Bevel
  very fancy beveling tool that works in a manner similar to the normal Bevel tool. Dragging your mouse left/right adjusts the new bevel geometry's distance from the original polygon. Dragging up/down adjusts the inset direction (towards or away from the polygon’s center). The CTRL key constrains the change to a given degree of freedom—just like the normal Bevel tool.
The difference between Rail Bevel and Bevel is that Rail Bevel uses a profile from a background layer to generate several bevel operations in a single step.
The profile is a series of points you create. They can be unconnected, or part of a polygon or curve. The only important factor is point order, which is normally determined by their order of creation.
The profile is treated as if it were oriented based on the polygon's plane and extrudes along the direction of the polygon's normal. Each point in the profile is treated as a bevel, where the X and Y axes represent the relative inset and offset positioning, respectively.

Rounder
   It rounds based on point selection, bevels edges, smoothes corner edges, has interactive controls, presets and more.

Router
 Create custom beveled edges