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  • Published 18 May 2025

DAMPED TRACK FOR BONE IS WAY TOO CUMBERSOME

youtube.com/shorts/uQGpz28dA0g

QQ20250518-135210.jpg

it is too crazy to apply this thing one by one , i suggest to make a new modifier for this function, for example, this new modifier need only apply to one single bone, and let user to set how many parent(or child) bone should be count into it.

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Development Status: Open

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namdoyle
18 May 2025

2 Comments

thorn

Note that this particular use case is setting up a flawed dependency cycle.

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Lauloque

Constraints work as one constraint = owner affected in some way by a target. The UX is pretty simple and self-explanatory.
What you seem to ask is one constraint = an unspecified amount of source objects (not necessarily the owner) each affected by different targets. Still gotta add lots of source and target objects, so the simplification of making bulk constraining isn't really obvjous. But also the UX doesn't sound as obvious (how would you know that a bone is affected by a constraint on another bone, and which bone to look at?), and we also lose a lot of flexibility that we have with granular constraints (each constraint its own influence and visibility sets, that would be heavy an inefficient to duplicate that within a single constraint for each "link" you add).

I think that's the kind of things that would better work with rigging nodes ― once we have them.

There's already an addon for that: Rigging nodes - Blender Artists Community
And there's a prototype by Sybren: dr.sybren/rignodes: ControlRig prototype for Blender - rignodes - Blender Projects .
And it's part of the long term plans: Animation 2025: Progress & Planning — Blender Developers Blog

With a nodal rigging system, making multiple constraint relationships will become way more trivial than the current system. The more global view of nodes also allows to better see at a glance complex relationships between multiple elements.

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