when duplicate a bone, duplicate also its keyframes and drivers
I don't have to much experience in animation, so this is a request but also a question. For me, the heading has sense. When duplicating anything (not only bones) in 3D, the point is to have the choise of duplicating all content related to the original source.
But in the case of bones that is problematic. Currently, we can duplicate a armature (that can be a single bone), and the copy include the action of the source. But the same thing inside the same armature doesn't happen. When duplicate a bone, the copy lost all content, keyframes, drivers, whatever.
I would hear the opinion of experienced animators about this, but I think can be a save of time to have the option of to duplicate bone contents.
2 Comments
I'm not sure how valuable this is. Typically when animating, you're not going in and editing the rig all that much. Sure, there might be some minor modifications that might be made, but if you're duplicating bones while animating, then that probably means that your initial rig wasn't ready.
For rigging, I can see how this might save some time, but it's not all that difficult to copy constraints and drivers from one bone to another, so I'm not entirely sure it's saving all that much time in the long run.
probably your are right, thanks for your answer :) Just I like when blender let us choose differents setups, allowing a single software to go in differents workflows. For instance, when duplicating an object we can decide if to duplicate or not its material. In this case, It is just a single small button in the preferences window, but I love that kind of tweaking.