Some way to be able to automate this kind of manual work, each object that contains orientation constraint its target object to be 2 bones of the bone hierarchy
Sample Scene
Some way to be able to automate this kind of manual work, each object that contains orientation constraint its target object to be 2 bones of the bone hierarchy
This code assumes the bones and points are properly named for sorting them.
Select the bones and points you want to rig and run the code.
Note: The code is based on the sample scene.
(
points = #()
bones = #()
for j in selection do
(
if iskindof j point then append points j.name else append bones j.name
)
sort points
sort bones
for j = 1 to points.count do
(
controller = orientation_constraint()
pt = getnodebyname points[j]
pt.rotation.controller = controller
if j > 1 and j < points.count do
(
bn = getnodebyname bones[j-1]
controller.appendTarget bn 50.0
)
bn = getnodebyname bones[j]
controller.appendTarget bn 50.0
)
)
It’s excellent, thank you very much!
One question… you may be able to add 2 bones in the list of each driver as you can see in the image I posted
Sorry, I missed that from the .gif.
I’ve updated the code. It should now add two bones.