Animatable and Riggable Custom Bone Shapes
I have a rig setup in mind that would greatly benefit from the Custom Bone Shapes being animatable, I have a horrible custom solution, but allowing that to be animated and or driven would be fantastic.
I have a rig setup in mind that would greatly benefit from the Custom Bone Shapes being animatable, I have a horrible custom solution, but allowing that to be animated and or driven would be fantastic.
2 Comments
I think if your bone shapes have shape keys, you can actually drive them. There may be a dependency graph issue there, but I thought that got fixed with the new deps graph.
* @Jason van Gumster * But that will change it for all instances of that shape in the rig. It is an interesting thought though :) But I was also thinking of the possibility of changing the mesh beyond a shape key.
My use case is in animating a game character; I have weapon bones in the armature, so in order to get the motions right I set the bone's shape to whatever the weapon is. I have a crummy solution, but being able to drive that shape via a key in the actions would make the solution much more elegant and resistant to human error.