Add Armature input in Geometry Nodes
Firstly, it would be convenient if you add the selection of the object and its armature bones to the input.
Secondly, getting DATA from this object, i.e. armature, each bone and its parameters of positions, matrices, and so on.
why is this being done?
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for procedural geometry depending on the position of the bone (for example, some dynamic wires)
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for the procedural bone shape controller!
4 Comments
Been thinking about requesting this also but for humanoid characters to help dynamically age up and down a character.
They've said they won't do stuff similar to this, because they are making an armature node. "Some time in the distant future".
projects.blender.org/blender/blender/issues/86839
Yes please, or at least some way to assign/paint vertex groups if not also be able to generate full armature+bones would be awesome :)
There is a way to assign vertex groups in 3.0-3.2 that works with armatures. They broke it 3.3 and will not fix it.
It's a bit of a 'hacky' way to do it. Basically link an existing armature to the base model, then, even if you don't want the base model to exist, add in the base model to the node group and delete all but 1 point. This transfers the vertex groups from the base model to the geo-nodes model. You can then set "Named attributes" using the name of the vertex group.
I have a fully procedurally generated humanoid model rigged in this way.