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  • Published 10 Dec 2018

Bendy Bone w/ handles as primitive

Bendy bones with handles are the new convenient solution for many rigging jobs. But setting it up, with its handles on both ends, costs minutes for each instance. And for the time being you can't just set it up once and copy or mirror it ( developer.blender.org/T59091 ).

There is an addon ( github.com/Antonioya/blender/tree/master/auto_bone_controller ), but it doesn't seem to work.

And while i generally support Blender's new policy to have a simple, modular barebone Blender (i still remember how daunted i was when i opened Blender for the first time years ago), here i favour a bendy bone primitive rather than an addon, preferably with custom widgets (spheres ?).

Bildschirmfoto zu 2018-12-10 09-52-45.png

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Development Status: Open

Upvote 11 Downvote 0
grinsegold
10 Dec 2018

4 Comments

luciano

It should just be a Type of rigify setup, so you can just put bones everywhere and mark em as bendy, and when you "generate" your rig, it would add it to all of them!, that would be totally rocking

1
grinsegold Author

@Luciano Muñoz: Intersting. Downside: To understand rigify one would have to study one or two detailed how-to's. But i like the idea of combining rigify's modules with bendybones, and it would solve the problem with rigify's not-so-"super face" rig.

1
luciano

@grinsegold: YES!, exactly!

grinsegold Author

@Luciano Muñoz: Here's what Ivan Cappiello, the maintainer of Rigify thinks about it:

"The main problem would be how to control the b-bone (the eidget you asked for). As for now the only way would be a driver pointing to another bone, but that would create many issues (for example all action constraints will not work). Unfortunately the new b-bone developmenent made for easy-rigging is not compatible with most of the rigging process we use at this time. We should probably wait for a recode of the bone system in 2.8x."

So let's hope and wait for... 2.81?