hand bone reparent on Vitruvian bones
Posted: Sat Apr 08, 2023 6:23 pm
Hi all.
I would like to draw your attention to one problem. Maybe someone has a solution.
there is a character who has several versions of arms (Vitruvian bones). Each of which has a switch layer with hands. There are a lot of hands, so the character is heavy for moho.
To optimize the character, I tried reparenting the same layer of the hands on the other arms. If this is done on the main timeline, then it works. But when you place this action in smart bone, the hand bone starts to go crazy. I tried to understand the logic of what is happening and conducted several experiments. But nothing works. Maybe some of you tried to make a rig in a similar way and achieved the desired result. Please share how I can win.
If this method had worked, it would help optimize complex character rigs.
Below is an example for testing.
https://dropmefiles.com/0E3fU
I would like to draw your attention to one problem. Maybe someone has a solution.
there is a character who has several versions of arms (Vitruvian bones). Each of which has a switch layer with hands. There are a lot of hands, so the character is heavy for moho.
To optimize the character, I tried reparenting the same layer of the hands on the other arms. If this is done on the main timeline, then it works. But when you place this action in smart bone, the hand bone starts to go crazy. I tried to understand the logic of what is happening and conducted several experiments. But nothing works. Maybe some of you tried to make a rig in a similar way and achieved the desired result. Please share how I can win.
If this method had worked, it would help optimize complex character rigs.
Below is an example for testing.
https://dropmefiles.com/0E3fU