proportional editing for bones
I think when you have considerable chains of bones (tentacles,ropes,hair,chains,etc) would be helpful the proportional editing mode, the same when you use for editing chains of vertex in a mesh.
I think when you have considerable chains of bones (tentacles,ropes,hair,chains,etc) would be helpful the proportional editing mode, the same when you use for editing chains of vertex in a mesh.
6 Comments
True thing, I was animating a character and I thought to myself: If I could use proportional editing would be much better
I agree this would be really helpful in pose mode, for example when designing a snake or tentacle, you could proportionally scale the tail to try out different tapers. Instead I've been using a spline-IK and scaling the control points, then applying visual transform and keying the scale.
Yes I believe proportional edit would be valuable for both Pose Mode and Edit Mode for bones. I am surprised it is not in 2.8. There is a workaround you can kind of do by assigning each bone a bone constraint and make a mesh the parent (inside the bone constraint) with tons of vertex groups, each vertex of the mesh being a unique vertex group that controls a bone. Again, you have to make a bone constraint for each bone. Then proportionally edit the mesh to move the bones, but this is painful unless scripted.
Mostly in pose mode. Currently you can rotate several bones simultaneously with the individual origin button activated. The benefit of the proportional editing is you can play with the kind and degree of influence.
@jordi torres: I can see where this would be useful... though difficult to convey in terms of UI. If you really want that kind of control, I find that constraints are the best approach.
Do you mean for this to work in Edit mode or in Pose mode?