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Hash, Inc. - Animation:Master

Grouping/marking bones?


nemyax

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Is there a way to somehow group, mark or label bones that have a particular meaning (such as indicating bones that are exportable)? For example, object layers or user-defined properties would do fine.

I'm only seeing colour labels (which can be put to better use) and the visibility toggle (which is not suitable for the purpose). Of course, a naming convention can always be made up, but something less intrusive and hackish would be better.

Apparently some things can have shortcuts in choreography—is this supported for individual bones?

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Is there a way to somehow group, mark or label bones that have a particular meaning (such as indicating bones that are exportable)? For example, object layers or user-defined properties would do fine.

I'm only seeing colour labels (which can be put to better use) and the visibility toggle (which is not suitable for the purpose). Of course, a naming convention can always be made up, but something less intrusive and hackish would be better.

Apparently some things can have shortcuts in choreography—is this supported for individual bones?

 

You can create a pose (on/off) and use the visibilty-setting of the bone(s) with it.

Like that you can swtich their visibility by switching the pose on and off. The pose can be named in a way like "show_export_bones". and that should do it.

 

Is that what you want?

 

See you

*Fuchur*

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Is there a way to somehow group, mark or label bones that have a particular meaning (such as indicating bones that are exportable)? For example, object layers or user-defined properties would do fine.

I'm only seeing colour labels (which can be put to better use) and the visibility toggle (which is not suitable for the purpose). Of course, a naming convention can always be made up, but something less intrusive and hackish would be better.

Apparently some things can have shortcuts in choreography—is this supported for individual bones?

 

No, we do not have Object "layers" in A:M in the sense that Maya does.

 

We do have "selection filters" which can identify and display any subset of bones (or any other keyframeable thing) in a model. This is a functionality very similar to "selection sets" in other software.

 

Enhanced Selection Filters, further explained

 

I use them for quickly isolating just the spine bones or just the finger bones in the PWS view while I am animating.

 

You mentioned wanting to export only certain bones. Let's say you animated something, then baked it so it could go to a game engine, maybe? Perhaps at that point you only want to export the bones that mesh is attached to?

 

You could make a selection filter for all the bones you do NOT want to export and use that to call them up when you want to delete them in one swoop.

 

Is that anything like what you are wanting?

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just what sort of hyjinx are you up to?

Learning C++ by doing something useful instead of hello-worlds and something manageable instead of real programs =)

 

You don't appear to be a 'hobbyist'

Of course not! I'm a full-blown pathological dabbler.

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