- Edited
Bone Skins
Hi, I'm using bone skins for the first time and have a couple of questions.
My first question is by skinning the parent bone does that also skin all the attachments below? visually it has the desired effect but is this as optimal as applying skins too all attachments?.. because its much faster just to apply the skin to the parent bone of an image sequence over applying it to each attachment below.
And my second question, is there any way to maintain bone setup positions between skins? so by swapping the skin you would be able to move its position to suite the asset without requiring additional slots?
Many thanks.
1) If you use the attachments under a skin bone in only one skin, there's no point in using skin placeholders.
2) You can do this by using a transform constraint that is only active for your skin.
I think it's important to note that if you apply skins only to the bones, you won't be able to swap the contents and reuse the animations of said bones for other skins unless you also use skin placeholders.
As the second question seemed to suggest wanting to realign bones to new assets, this seemed like an important note. As Nate said, if you only ever have the skin bones be active for a given skin (e.g. to make wings appear for a character) then it makes sense.
As soon as you want to have more wing color options, you better also add skin placeholders
Here's a couple of resources showing how to apply skin constraints and bones:
Blog: Skin constraints for different proportions
https://www.youtube.com/watch?v=T2vO7Gnr074
Perfect!
thanks guys :grinteeth: