Re: Modularity in rigs/Cloning elements
Posted: Wed Jan 05, 2022 3:50 am
IMO, modular rigging really isn't much of a workaround, but someone could write a script to help automate the process.
Such a script would only have to copy the modular limb bones' smart actions to smart actions in the main skeleton. These can be matched up by selecting the topmost bone of the main skeleton limb and the modular limb layer. Maybe with options to set the main bones' angle constraint limited to the modular limb bones' smart action angle ranges. Could probably even automate adjusting the main skeleton to match the modular limb proportions.
It would still be on the user to make sure their main skeleton and modular parts have the right number of smart bones, but if they use the same base skeleton and design the modular parts to work with it, that really shouldn't be a problem.
Since I'm job hunting right now, I doubt I'll be able to get to it anytime soon.
Such a script would only have to copy the modular limb bones' smart actions to smart actions in the main skeleton. These can be matched up by selecting the topmost bone of the main skeleton limb and the modular limb layer. Maybe with options to set the main bones' angle constraint limited to the modular limb bones' smart action angle ranges. Could probably even automate adjusting the main skeleton to match the modular limb proportions.
It would still be on the user to make sure their main skeleton and modular parts have the right number of smart bones, but if they use the same base skeleton and design the modular parts to work with it, that really shouldn't be a problem.
Since I'm job hunting right now, I doubt I'll be able to get to it anytime soon.