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  • Published 22 Sep 2025

Pose Assets extended to Bone Selection: dynamic UI directly on Main Region (3D Viewport Editor) on Pose Mode

Would this be cool? (please, check the image)

Although I'm just presenting here the raw concept (the Design of such dynamic UI, as well as the internal relation Pose Assets would have towards Bones in the Skeleton, remaining sketchy), I believe this can bring already fine insight into how Pose Assets can be improved in Blender.

PoseAssetsBoneProperty.png (PS: Sorry for the randomly borrowed images from the internet for this presentation)

Take the example of a Hand Controller Bone, Assigned to hold multiple Pose Assets [of the Hand] which could then be recalled on Pose Mode with a dynamic UI, by just Selected that Bone (... and perhaps Hovering mouse cursor over it for a second or so? there could be also a Shortcut, or anything really for intuitive recall).

EDIT: For Displaying, maybe it could just reuse the Pie Menu system? perhaps building a little more on top of that, when there is larger number of Pose Assets Assigned to the same Bone?

My idea is that, in the making of Pose Assets, we would be able to Assign any Pose Asset(s) to any Bone(s) --usually, a Bone in the Control Rig. Technically, I think a Pose-Asset(s)-Assigned Bone would contain a new Property (a 'Pose-Assets-Carrying' Property, as Bone Data of a Bone), but we wouldn't need to manually Add Custom Properties like that --although we could...-- since the new Operator (or Option?) available in the Pose Assets making system, would Automate the creation of such Properties; and of course we would be able to Edit them, in the same way we created them (by just Assigning/Unassigning Pose Assets to Bones). Maybe, there are better ways, but these, again, were just my primodrial insights. I'm sure you fellows can help build much better on top of these.

Thanks! Best regards, Pxy-Gnomes

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pxy-gnomes
22 Sep 2025

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