LapisSea

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Feb 19th, 2021 (edited)
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  1. Everything wrong with blender rigging:
  2.  
  3. No unlimited bone layers
  4.  
  5. Bone layers are unnamed, needs supplementary addons or custom code to be considered animator friendly
  6.  
  7. Bone naming scheme is underutilized
  8.  
  9. Blender makes no indication of importance of the "." character in bones
  10.  
  11. Spline IK has no roll support (there are workarounds that are unstable and extremely complicated)
  12.  
  13. Limit distance constraint distance can't take in to account scale of bones it is interacting with (workaround = excessive drivers,
  14. does not support non uniform scaling)
  15.  
  16. There is no concept of IK/FK switching, has to be implemented trough custom Python code
  17.  
  18. Drivers are associated trough a python reference string that rarely behaves as expected when changing the things it is bound to
  19.  
  20. THERE IS NO BONE EYE DROPPER, GOD HAS ABBANDONED US
  21.  
  22. Selecting a bone in complex rigs has horrible performance
  23.  
  24. There is no shear constraint or transform property
  25.  
  26. Object visibility can not be controlled via a driver for performance purposes, making proxy objects extremely limited
  27.  
  28. Object shape keys are resolved per mesh instead of per object, making importing multiple instances of the same rig/character/asset impossible
  29.  
  30. Shapekeys are resolved before the modifier stack, making weight modifiers useless for masking a shape key
  31.  
  32. There is no modifier equivalent of a shape key (transfer vertex positions), making all the problems above unavoidable
  33.  
  34. Custom bone properties can not be displayed in multiple bones, making for awkward or/and asymmetrical rigs
  35.  
  36. There is no Spline IK with a BBone chain as a target
  37.  
  38. Transformation inheritance is awkward and requires many drivers
  39.  
  40. There is no way to indicate how IK chain should be resolved on a bone with constraints, forcing duplication of chains what would
  41. usually not be an issue but is a large problem as there is no unlimited layers and introduces lag every time a bone is selected.
  42.  
  43. There is no relative driver references (eg: current_object.parent["custom property"]), making things such as controlling a material trough
  44. an armature impossible for multiple instances
  45.  
  46.  
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