New keying set: Whole Character (visible bones only)
Hello. I hope I am not asking for something very trivial.
I imagine that an option like the one the title describes should be easy to implement and would be handy for animators.
Example: Select all your bones and divide them into bone layers wisely. Put the bones you think that are going to be important in some layers, and other (disabled, support bones) in some others. Select all the bones in the layers that are not going to need keyframes, and hide them all.
Select 'whole character (visible bones only)' in the keying set, and just animate placing the bones where needed and pressing the i key on the keyboard easily. This would prevent the rig to add bones to unnecesary bones in complex rigs, saving cpu resources and fps at working time, while keeping the animation workflow quick.
With the current option, 'whole character (selected bones only)', you lose automatization, because you still have to lose time by selecting all the bones you want. In my proposed method, all the bones have been pre selected, by leaving them hidden/visible.
Please, if there is already a way to do this, forgive my ignorance, and tell me how it's done.
EDIT: I've proposed this because some complex rigs, needs to mantain in existance some support bones that are useless at the moment of adding keyframes, and using the 'whole character' keying set, destroys dramatically the performance in the viewport, and the 'whole character: selected bones only' doesn't serve for the reason that was stated above.
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