Ability to rig unrigged attachment's origin
Coyote Enthusiast
I am proposing the ability to rig a unrigged object's origin to one or more bones (Up to 4, like mesh), alternatively, just between specific attachment points rather than bones.
This would work like Blender's "Armature constraint" (Not to be confused with the modifier!) or Unity's "Parent Constraint", where it isn't performing vertex weighting on the entire mesh, rather only the origin point.
This would allow for example, wearing a military light on a uniform pocket, if the pocket isn't fully weighted to the spine or chest.
Another example would be a collar on a avatar that has a longer neck, such as a animal. Collars on quadruped avatars are notoriously difficult to get working properly (often appearing as floating or clipping, depending on how the head is rotated), and often require a specialized rigged mesh. I know that some collars on humans are not "worn" properly either, if the collar isn't worn exactly at <0,0,0> on the neck.
The way I could see this working is by having a "Weights" option in the feature tab, and it opening a sub floater that allows specifying of up to 4 bones and their weight to that bone.
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Lucia Nightfire
Does this allow an animesh owner to accessorize their characters with unrigged links? We've needed a way for users to buy unrigged props off of MP and make them work with their animesh. Putting things in hands or on heads, even allowing particles to follow them.
Coyote Enthusiast
Lucia Nightfire I wouldn't see why not. If implemented, there'd definitely be room for flags to specify "Animate this to the object" rather than "Animate this to the worn avatar".