Access bone transforms in geometry nodes
Have a node that can access bone in armature
Inputs:
- Bone [bone] - Also should be a select field similar on constraint modifiers
- Head/Tail [float:limited 0.0-1.0]
- World/Local/Pose/Custom space [dropdown menu]
Outputs:
- Transform [matrix]
- Location [vec3]
- Rotation [vec3]
- Scale [vec3]
Would help to make rigged geometry nodes and ease the sharing process. There is a workaround already of using empties with copy transforms constraint. Drawback of this method is object bloat and issues with sharing rigged objects with asset library. Having only one mesh and one armature allows to link armature to mesh with "armature" modifier and mark mesh as asset. That way simplistic method of dragging and dropping mesh from asset library adds an armature bundled and ready to use.
Concept mockup: (forgot to add a head <-> tail slider but generally I think anyone can imagine how it would look like)
1 Comment
Implemented as of 5.1 version
Thank you blender developers and maintainers <3