Gracefully handle renaming bones when they exist in actions.
Blender should automatically update actions when bones are renamed.
Currently if you rename a bone, the data paths for the f curves in all but the currently selected action still point towards the old bone name.
6 Comments
Not sure if that's a feature request, to me that's an unexpected behavior that could be reported as a bug on the tracker. See help > report bug.
Yes, this has broken a lot of things before, should not be an issue.
This is already supported. Stashed actions will be included when bones are renamed.
* @GuiltyGhost * Stashed!?! What about normal ones? I had no idea stashed would do this. I was expecting any animation clip with any bone name would stay linked to relevant bone name changes in the same blend.
* @Andres Stephens - Trinumedia * Stashed actions effectively associate an action to an object. So non-associated ("normal") actions are unaffected.
If any action with the same bone name were renamed, then two characters with similar bone names but different animations would be in conflict.
* @GuiltyGhost * Oh so that's why it occasionally worked with no real explanation! Thanks for the tip off, I'll have to look into stashed actions. As a game animator I've never really used the NLA editor apart from as a hack to export individual animations/actions to unique FBX files.