I'm setting up a character with fingers controlled by custom properties on a marker attached to the skeleton, the finger bones have been renamed so they are not characterised and added into the control rig.
The hand is animated by keying the custom property sliders which in turn drive the fingers via a relations constraint. This works very well with much better tweening than is obtained by using the ik fingers, the only problem is that you lose the advantage of the pose controls for quickly keying in hand poses.
One way I've got round this is to key the custom properties on the finger control marker in various poses, save these out (using save selection) and then load and organise them using a generic anim track in the story mode. This works ok but I really want to create a range of presets that can be activated and then keyed when desired. The presets work using a relations constraint to set a series of values for the custom properties that in turn pose the fingers. Activating the preset makes the fingers move to the set position and changes the values visible in the properties window, however when a key is set on the property and the preset deactivated, the fingers return to where they were.
It seems that there is a certain priority of the custom property values that remains in place even though they appear to be overwritten by a values set by the constraint. I've tried reordering the constraints but this has no effect.
Any ideas how i can get this to work or is it a non-starter?