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  • Published 1 Oct 2019

Selection Sets select also hidden bones

Hello everyone! :)

I'm an absolute beginner with blender and with forums, so please forgive me if I'm doing something wrong! I tried to look for another similar post with the research function, but I couldn't find any.

I'm trying to evaluate switching from Maya to Blender for work, but there are things that I can't manage to solve, and this is one of them.

Let's say that I have a selection set with all the bones I want to key for a character. I key them all, and do my animation. But some bones switch their visibility on and off during the animation. So if I want to do some retiming that involves the whole character, I need to be able to select and adjust the keys for all the bones, not only the ones that are visible at a certain frame. Otherwise, it becomes a very long and painful process.

For now, I haven't been able to find a way to manage this, cause when a bone is hidden it doesn't get selected, even if it is in the selection set. Does anyone know how?

Also, another thing (I don't know if I should make another post for this): I tried making and exporting a keying set in the character file, but when I imported it in the scene with the linked character rig it didn't work. It gave the message "successfully created etc keyframes", but none of the bones were actually keyed.

I hope this all makes sense. :)

Btw, I should probably mention: I'm using Blender 2.80

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Development Status: Open

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Elena
1 Oct 2019

3 Comments

Elena Author

I see. Thank you both very much for your questions! :)

Josephbburg

One of the key ideas in Blender is that selection is always based on what you actually see. So you can't select hidden things anywhere in Blender like you can in Maya. Maya kind of does things in the opposite way- even the marquis tool will select anything if you don't turn on camera-based selection.

Blender also has an important distinction between the active selection and other selected objects- more so than Maya does (In Blender, there's a specific Python API reference to the active object whereas in Maya/MEL I think you just reference the first object in the selection queue). Anyhow, most operators and tools in Blender will operate on only the active selection, or will operate in a selected-to-active manner. For example, CTRL-J to combine meshes will combine all selected meshes with the active mesh, instead of making a new mesh and empty transform nodes as in Maya.

But blenderartist18 is right! Go to the support page and find the link to stack exchange, and ask one question at a time over there (They don't like combined topics).

blenderartist18

This forum is for suggesting new features for Blender.

The appropriate place to ask this question can be found here:

blender.org/support/