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Allows the user to split a single joint span any number of times and in any position they desire. Each joint retains the orientation and rotation order of the starting joint. The user can also create a new joint chain between two unrelated joints by simply choosing one as the start and the other as the end.
This script is useful for creating splits in character skeletons so that more joints will be available for binding or control puposes. Can be quite effective in forearms or any area that might twist, as well as for tentacles, tails, spines, or any joint chain that needs a lot of joints with the same rotation orders and orientations to get a nice bend.
Version 1.1 (03/09/2006)
Changed GUI to use formLayout for more predictable results and to keep the frameLayout from resizing in certain situations.
Placing splits before finalizing them is now an optional step.
Slider range changed from 0 to 10 to 0 to 1 to mimic Maya standards for percentages. Hence, 25% now equals 0.250 instead of 2.500
Error checking added to make sure that user inputs are valid before starting to place or finalize splits.
Slightly changed Append behavior so that a "_" precedes the trailing number in the name.
Added Cancel, Apply, and OK buttons to mimic standard Maya tool dialog interfaces.