viccho wrote: ↑Tue Jul 05, 2022 8:28 am
But here my issue is with point binding deform, and i have 2 différents action for the arm-bone so i can't name 2 actions the same way
Smart Bones should be
uniquely named. So if you have similarly named bones in the skeleton, you need to be sure they're not named
exactly like the Smart Bones. For example, if you have a
Head bone in the rig, and you wish to have head turn Smart Bone, you need to name them
Head Turn and
Head Turn 2 or something to that effect. (The Actions window will automatically add the 2 for you when you create the second Smart Action for the same bone.)
Or, if I have left and right Smart Bones, like to blink the eyes, I'll name the skeleton's eye bones
EyeL and
EyeR and the blink Smart Bones
Eye Blink L and
EyeBlink R
Here's a deeper example: I like to set up Smart Bones that drive other Smart Bones. For example, I might have a Smart Bone for turning a head a complete cycle in one direction, and a second Smart Bone to drive that first Smart Bone's cycle animation multiple times in forward and reverse directions. This means I can keep my base turn setup simplified to one turn and one cycle. But to make this work, I need unique names for the dials: like
Head for the skeleton's head bone,
Head Loop for the single animation cycle, and
Head Turn to operate HeadLoop's velocity, number of cycles, and direction. (BTW, I use the
Shy option on Head Loop because this bone should never be touched by the animator directly.)
So basically the bones in the skeleton should be named for exactly what they are (Root, BodyLo, BodyUp, Head ArmUpR, ArmUpL, etc.,) and the Smart Bone names are concisely descriptive about what they do (HeadTurn, HeadPitch, BodyTurn, ArmRollR, etc.) If you do this, you shouldn't ever run into a Smart Bones conflict.
Hope this helps.