Is there a way for a bone to have two children ?
What about a two sided bone, with the attaching end at both end vs. a base at one end ?
It seems to me that if something like this were possible, you could create a skeletal system that lays over your mesh. ( Like spidermans grid pattern )and drives it more easily than a complex system of constraints…
What about controlling the percentage of IK stiffness on a bone to where when you push a bone upwards on a chain, it would push its child bone ( above it ) only the set percentage ?
To me, this seems like it would be an EZ way to simulate the movement of skin with muscle underneath.
Sorry for the lame question . I’m new to bones … and constraints.