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- Everything wrong with blender rigging:
- No unlimited bone layers
- Bone layers are unnamed, needs supplementary addons or custom code to be considered animator friendly
- Bone naming scheme is underutilized
- Blender makes no indication of importance of the "." character in bones
- Spline IK has no roll support (there are workarounds that are unstable and extremely complicated)
- Limit distance constraint distance can't take in to account scale of bones it is interacting with (workaround = excessive drivers,
- does not support non uniform scaling)
- There is no concept of IK/FK switching, has to be implemented trough custom Python code
- Drivers are associated trough a python reference string that rarely behaves as expected when changing the things it is bound to
- THERE IS NO BONE EYE DROPPER, GOD HAS ABBANDONED US
- Selecting a bone in complex rigs has horrible performance
- There is no shear constraint or transform property
- Object visibility can not be controlled via a driver for performance purposes, making proxy objects extremely limited
- Object shape keys are resolved per mesh instead of per object, making importing multiple instances of the same rig/character/asset impossible
- Shapekeys are resolved before the modifier stack, making weight modifiers useless for masking a shape key
- There is no modifier equivalent of a shape key (transfer vertex positions), making all the problems above unavoidable
- Custom bone properties can not be displayed in multiple bones, making for awkward or/and asymmetrical rigs
- There is no Spline IK with a BBone chain as a target
- Transformation inheritance is awkward and requires many drivers
- There is no way to indicate how IK chain should be resolved on a bone with constraints, forcing duplication of chains what would
- 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.
- There is no relative driver references (eg: current_object.parent["custom property"]), making things such as controlling a material trough
- an armature impossible for multiple instances
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