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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Rohacan Hirons
Hi, this remind me something... https://gyazo.com/391749da4df3494f4e0c4615ac54fe37
This is from a custom compiled viewer, it allows me to declare an object as an attachment of an animesh or avatar, on which attach point and offset. I made another viewer where unrigged links of a animesh can be declared as attachment too. Of course, this work only locally, people around me with any other viewer won't see these prims following bones. If I was able to do stuff like this LL's team should be able too.
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".