hand posing system.
If one wants to animate more realistic people with hands and fingers.
Then you realize blender is missing something.
Using a base of rigify :
Essentially an animator would like to quickly pose hand, pose mergers, ea go from grasp to fist, to weave left, or weave right, rest position, spread position. thumbs up or down pose
There are shapekeys, but setting up a model for 10 handposes using shapekeys is a nightmare itself.
even more challenging is to grasp stuff, or grasping another hand.
By itself the poses should be mergers to other hand poses (slide bars or so). Perhaps as modifier based, by itself moving hands to certain base poses wouldnt be hard to code, but integrating it might be a new area in terms of GUI,
4 Comments
I might be missing something.. You are wanting a Pose Library of sorts with blending properties. Am I correct?
Blender has a pose library for armatures. However it's just one pose and cannot be influence alone. docs.blender.org/manual/en/2.83/animation/armatures/properties/pose_library.html Pose_librarypng}
Blending poses would have to use in combination with Action Constraints and basic Key Framing. Another bone can drive influence these actions or the influence slider can be used in code.{attachment Action_constraintpng}
Shapekeys ≠ Keyframes
* @Rodger Davis * I also feel that this is a duplicate of blender.community/c/rightclickselect/5Hbbbc/ .
Basically an influence slider for the Pose Library.
The thing is its all way to complicated, just imagine there where a modifier (icon as a hands) on top of a rig modifier. Then you would animate " i " the moment the hand changes towards a goal (from whatever the previous goal was). The modifier could be fist grasp spread, thumbup fingerpoint, but with a bit of smarter control also grab till touch (so you could make a hand shake between 2 rigs). or grabing a cup till the shape is reached. (in repsect to physics).
* @Rodger Davis * hm no, i just think more of smarter modules specific to hand physics. eg grab a pole of any diameter. togeter with a smarter interface. I could write some code but i have no experience in blender gui, and what i ask is something new, so dont know how the design team would think of it. In essence the current state is that working with hands is to much trouble simulation can solve it is my believe. To solve hands is easier as compared to : youtube.com/watch things like that can be done later