store parent-child bones as pose-groups for armatures on the timeline
I just got an idea to ease the posing of armatures.
Just imagine a human armature, all bones have parent-child relation.
What if we could say from this bone X to the last child bone, save them as a pose-group.
- So you pose a hand fist and pose all fingers, thumb,
- By selecting a parent wrist bone, safe all child bones rotations as a grouped-pose, you name it "left-fist"
- Then you can create a few more hand poses, spreading, grabbing, waving, pointing etc...
- each time save them as a named pose-group !!
Then on the time line add an option to add these pose-groups
In some other color dot bleu or green or so, and they can have their name as label on the time line.
(add also a timeline menu option to enable/disable pose-group labels)
So one can quickly animate complex hand-bones and re-use it.
Ofcourse it could also be used for face, ea talking, smiling, etc
The hand was just an example
Though it be handy if such a pose group could be mirrored.
This way the timeline would get cleaner, poses could easily be re-used,
if possible maybe add an option for late binding of poses on the timeline, so you get storyboarding.
Optional ideas related to 'bone-groups'
- A pose group might have an option to limit the group to n child bones.
- A reverse order takes a child bone, and n parent bones can form a bone-group.
- Besides rotation, optional scale, and location, though local rotation would be the most used default.
- Add an option do this pose-group in x seconds instead of default since last keyframe
- Add an option to add some random speed to move each bone to their end position (might be more natural?).
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