A feature for custom shape requested by our animators, add some geometry parameters to the custom shape for bones.
Currently it has uniform scaling only.
Currently Solution:
Added many objects that adjusted offset/scaling/rotation for each bones to build rig with custom shape.
but It is very bothered for animators.
Proposal:
Add offset/individual scaling XYZ/rotation to custom shape.
That’s not a bad idea ! Currently I duplicate every custom shape for every bone in order to adjust their size (and sometimes orientation, although I usually prefer my controllers to be visually aligned to their axies).
It will be confuses with transform gizmos for pose bone
Good point! Not sure what is the best way to know which tool is which (Transform vs. Bone Shape Offset)… Maybe show the active bone’s Bone Shape at its original transform, with 50% transparency? Or something like that
I didn’t add gizmo for custom shape in this patch because didn’t have gizmo for custom shape uniform scaling, camera’s shift_x/shift_y or something.
anyway, thanks for ideas!
I dont heel this is that importnt in a way, but i definitelly get where youre coming from the more control over this the less specific shapes we’d need to create.
I’d be much more interested in seeing some visualization overrides for the custom shapes like:
“edge thickness” so you can make so me wireframes of controls thicker visually without creating more geometry.
also my personal favourite “shadeless material” to make the object for instance a sphere be always a shadeless ball, and also be able to make some controls always “in front” on a control by control basis, this would make designing a rig much cleaner and full of control over what is visually important for the animator.
there really should be a thickness property, thats for sure, but i dont think this proposal is about that, its just an easier way to edit custom bone shapes over the armature without headaches