I sat down and finally had time to watch the Rigging and animation Webinar that Victor(Selgin) Headed. As always it was very informative and well done. It was a little hard to hear a few times as it seams that his microphone was picking up a lot of noise from I think the mouse or pen pad he used. BUT, not really a problem overall. I always watch these webinars a few times or more, even when I am familiar with the content presented. It never hurts to hear it again and again till it sinks in. I really enjoy that moment when I'm working on project or something just for fun and I realize something I saw in a webinar or in the forum that would make life easier and that makes me think, Hey I know how or what technique may be best for this. And then it works.

( (I'm just smiling like the cat that just ate the mouse).

Sometimes I still learn little things after watching the webinars again, again............ I highly recommend watching them if you can. It has even saved me from re-asking questions that may have been gone over many times before.
ANYWAY
Something I have been thinking about for quit some time now. This SORT OF came up in this webinar when one of guest asked the following question. NOTE: I may not have the wording spot on. BUT, anyway. Someone asked what Victor(Selgin) thought was the best way to have a character pick up a glass, drink from it and set it down. If I remember correctly and because I've only seen this webinar once as of this posting. Victors answer focused mostly on the drink itself, which was done well. But he didn't really address the pick up and set down an object side of the story. Don't get me wrong, I'm not asking how this is done because I have seen a few very good videos on this very subject and feel that I know how to do it well enough. My point is, Maybe we could have a better mouse trap here. As you may know, there is a bunch of steps involved to setup for this sort of thing. Right now it is done basically by putting the object in the same layer as the characters hand. We create another layer with the object by itself & linked to a single bone and we just turn the visabilty on or off on these layers depending on if the object is being picked up or set down. (this of course is assuming that you people have done this before and know what I'm talking about here). BUT, I am wondering wouldn't it be cool, or better yet VERY practical, if there were a feature added to bones with a way to turn off or to unlink itself at will from one bone to another or to NONE. You know, maybe a way to animate a bones child status. Basically animate to which bone the objects bone
IS OR
IS NOT linked to. I believe this would eliminate the need for the extra layers and turning them on or off when needed at any given time. At the very least it would cut back on the confusion and clutter that comes with such a setup for both new and Pro users. I also think this would open new doors of possibilities for such a feature. Not just for picking up an object and setting it down. BUT, maybe moving an object between characters or other moving objects or something. How about an EXAMPLE: Lets say, two characters were catching a ball(with the ball having its own bone). If we could animate at the moment each character catches the ball, that characters hand bone would then become its parent bone, and when the ball was thrown by that character it would then be NOT LINKED to anything(making it easy turn to animate the ball in the air) till the ball was caught by the other character. Then that characters hand would become its parent bone. This of course is just one possible way this feature could be used. Maybe this could be done with a checkbox added to the Bone Constraints that includes a pull down menu to choose the new parent bone. OR, maybe some sort of switch layer ability. OR maybe this could be done with a Script or something. I not sure of all the details involved, I'm not that smart, I'm more of the idea guy in this case.
I have had this idea for a little while now. BUT, what triggered me to bring it up now was the addition of TARGET BONES to AS10. You see Target bones are almost already doing this, with the exception of the ability to control at will to which bone is the target OR Parent.(That idea, Just maybe be a completely new and possibly good addition to Target Bones
OR maybe its just crazy talk. WAIT! I think a white van and a guy with a special jacket with really long arms is at my front door

). Anyway, The target bone almost gives us some of the freedom I am talking about doing above with animating the parent child relationships. WOW, its just a though. I'm glad I got that off my chest. Peace!
I'm sure you guys hear peoples feature idea's all the time. In most cases they are probably very specialized situations, making them not very practical. If that's the case with this one too, then let me know and I will go away peacefully.

BUT, I think I may be onto something here and it would be very practical. I can't be the only to have thought of this, so sorry if I'm just bringing it up again. Only time will tell.
After having typed all that, I realized that this may not be the proper place to have brought this up. For that I am truly sorry. If anwone feels that is should have been maybe posted to "Feature request" area instead of here, I will gladly remove it from this post and place it there by means of Cut, copy and paste. Then delete this post.

Its just that I got so excited about it.
HammerJammer