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  • Published 25 Aug 2025

Novel rigging change for bone color and custom shapes

The current system for custom bone shapes is good but id like to suggest an improvement to it. I think changing the color of a bone is a bit too different and not aligned well with the rest of modern blender.

Id like to propose a change to select wire size and wire color for the different state of bones similar to current system of inactive, selected, and active selected ( im not sure if thats the terms you use) be exposed in the shaders panel and so they can change in different states of selection in pose mode

Beyond that the main thing Id like is this. If custom shapes are used, and those custom shapes have faces, the shaders for the mesh object those custom shapes reference should be displayed. Most people already delete faces for custom bone shapes because of this reason and if faces are retained people are unable to utilize that in the current system despite seeing them on the custom bone shape.

I think custom bone shapes their shaders and exposing the wire color, wire size, and bone color options for different states of selection in a shader nodes would be easier to find and do for most people instead of the current system. Giving colors to bones through a simple shader would align more with how people widely understand blender.

At a higher level allowing custom bone shapes to diplay the shaders on the mesh they are referencing would allow riggers to express more context to the tools theyve built, giving the ability to make some controls more or less visible, and create additional indicators beyond just shape for things like property bones. I think since faces are retained it feels wrong to not have control over that and despite the mild additional overhead it might cause, it would be very useful

The custom shapes I imagine:

-bright

-colorful

-fun to look at

pic related GaslightNewPeople1png.png GaslightNewPeople2png.png

The custom shapes currently in blender:

-ugly

-dull

-hard to look at and understand

pic related Current Blender Very Sad.png

Anyway on that last point, one of the first useful things I think could be done is making unselected controls nearly transparent, so users dont need to enable and disable rig layers, but could select a bone and when selected that bones layer could then be driven in the materials they all share in the shader to have less transparency, helping make the rig more readable and less distracting to the animator

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Development Status: Open

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Osami
25 Aug 2025

1 Comment

Osami Author

I think modifiying this starts here?

github.com/blender/blender/blob/main/source/blender/makesdna/DNA_action_types.h

line 282 where typedef struct bPoseChannel starts being defined, around line 342 struct Object *custom; and looking at how shaders are assigned to mesh, could a line like struct Material *custom_material; be added to copy the material from the object being referenced for the custom bone shape with object.actcol