HK SceneControl — v0.2 Update
New Feature — Add Custom Light By Path
You can now anchor a light to
any transform in the scene hierarchy, not just top-level atoms. This is useful when you want a light to follow a specific bone, a prop's child object, or any other sub-object that isn't directly exposed as a VAM atom.
How to use it
- Go to Lights → Add Custom Light
- Click Add Custom Light By Path
- An object explorer will open letting you navigate the scene hierarchy
- Start from a root scene object and drill down to find the transform you need
- Use Go to Child and Go to Parent to navigate the hierarchy
- A visual debugger renders position gizmos on the selected transform and its children so you can confirm the correct object in-scene
- When you have the right object, click Finish Add
- The light is created and immediately opens in Configure Light for further adjustment
- Click Cancel at any point to abort without creating a light
How it works
- The selected object's full scene path is stored with the light (e.g.
RootObject/ChildObject/SubObject)
- Resolved by finding the root GameObject in the active scene, then walking down the hierarchy
- The path and all light settings are saved and restored with the scene just like any other light type
- If the path cannot be resolved at runtime (e.g. the object was removed or renamed), the light will hold its last position until the path becomes valid again
Hint: Bone paths on a Person atom start here: SceneAtoms/Person/rescale2/PhysicsModel/Genesis2Female where Person is your Person Atom's name
Light grouping
- Transform Path lights appear in the Manage Lights group list under HK_CustomPathed_Lights
Data Store Save & Copy Now Available
Save All Data and
Copy to Clipboard in the Data Store menu are now available and out of beta.