Possible to add bones and subdivide existing armature?


#1

Hi guys, if an armature has already been parented to a mesh and already been weight painted and key framed, is it possible to add more bones and subdivide that existing armature?


#2

I did an small test and i had no trouble, of course you will have to paint or asign a group to the new bone because you would probabli need to skin it again an it wont have any key frame, but if the case doesn’t involve a complex rig, you may dive it without trouble


#3

Ya, see that’s the problem, I don’t wanna lose all the key frames I did… I wonder how to work around this problem. :frowning: :frowning: :frowning:


#4

what kind of rig are you trying to modify?


#5

just bones that i have already parented to a mesh and keyframed its rotations… like in this screenshot.

i tried to add new bones, then the bone starts going in crazy directions (obviously expected). in this screenshot below, this was a result of subdividing and extruding in edit mode. since it is part of this existing armature, i thought the new bone would turn green like the rest, but it clearly doesnt have any effect the mesh…

since i already animated the whole thing, i’m just wondering the possibility of subdividing the bone, so that my character will have new joints to bend…


#6

if im rigth, you are trying to put bones for the hand,

if that is the case, usually the hand is attached to the wrist by position constraint, that menas that you could create an entire bunch of bones for the hand inside edit mode in the armature unparented to que arm and then on pose mode use a position constraint to link it.

so you will keep the animation of the hand(def.plam.L), and you can add bones for fingers, that should keep the animation but still need to skin the new bones

this is a little bit complex but i think this explain what i mean
http://www.youtube.com/watch?v=2Td1Svr917o


#7

i tried doing it your way and it worked, thanks. though the video was more about creating the hand rig. but thanks alot for the tip!


#8

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.