chucky wrote:The thing I really want to reduce timeline clutter is to stop translate and scale keys being laid for smart bone dials and bones that only rotate. Some targets only need translate keys.
This would mean the bone select tool could designate which channels to key.
Totally agree!
I’ve actually built a tool that does just that, but it’s really tailored to our workflow/pipeline and still has some quirks/bugs/crashes. It also has a button that removes those unwanted keyframes in a project animated with the regular tools.
Regular bones (not pin-bones) with
labels AND
constraints are considered
smartbonedials, and are only able to get rotation keys, they are impossible to translate or scale with the tool.
If a
pinbone has a
label it is considered a
smartbonetarget, and is only translatable.
A cool bonus thing is, if you do try to translate a smartbonedial, it actually translates the hidden "GUI" bone (which all dials are parented to in our rigs), but puts the translation key at frame 1, that way dials never float all over your scene.
We're already using the tool for all bone animation in production, but it's still a work in progress and not ready for a public release. I'll see if I can release only this part of the code, because this part is not causing any crashes.
Edit: Here's a menu script that deletes those keys:
http://www.lukaskrepel.nl/temp/ASP/lk_r ... n_keys.lua
...But, hopefully the official team tackles this problem with better bone constraints.