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  • Published 20 Jan 2021

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.

100%

Development Status: Open

Upvote 7 Downvote 0
acepainkiller
20 Jan 2021

6 Comments

Lauloque

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.

2
Draise

Yes, this has broken a lot of things before, should not be an issue.

1
GuiltyGhost

This is already supported. Stashed actions will be included when bones are renamed.

Draise

* @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.

GuiltyGhost

* @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.

acepainkiller Author

* @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.