Bone Array Modifier / Constraint
When rigging, I often need to create bones along a surface, relative to specific points, etc. While there are bone constraints capable of aligning individual bones, doing so for multiple bones, relative to a shape, surface, index (sequential and stepped placement), etc. does not appear to be possible without lots of manual creation and placement.
It would be nice to be able to use an array to drive replication and placement. Even being able to apply the Array modifier to an amature would have interesting possibilities.
2 Comments
I also cannot visualize as of yet many things about the proposition.
To contextualize, in Armatures, usually the creation of new Bones and their Rest Position condition, is a feature of Edit Mode, not of Pose Mode (although there exist at least one set of Operators on Pose Mode which can reverse that logic: the Apply As Rest Pose and such. Is that what you are thinking? an additional Operator which would function similar as these? but it would also be able to Generate new Bones, not just Re-Position them through Pose Mode?
On Edit Mode, if we Extrude a Bone, alongside its Y Axis and Snap its Tail Joint to the Grid for example, and then use Repeat Last [ Shift+R ] Operator multiple times, we can produce, in principle, and exacting Rest Position 'Array' of New Bones within the same measurements and respecting Positioning aspects; but this can only be achieved on Edit Mode. Furthermore, on Edit Mode there is the Align Bones Operator [ Ctrl+Alt+A ], to the Active Bone in the Selection.
However, Batch-Equalizing Bone Scale on Edit Mode, or rather it would be: Batch-Equalizing (Bone) Length on Edit Mode for multiple Bones, is currently a big mess; there is not any specific Operator or technique for this that I'm aware of; and I believe it gets even worse if the Bones are Parented Connected, instead of Parented Offset/Disconnected or Unparented.
what is this bone exactly, i don't really understand what do u mean???