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  • Published 23 Apr 2021

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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Development Status: Open

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peter.boos
23 Apr 2021

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