Timeline for Using one WGTS folder for multiple rigify rigs
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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May 16, 2023 at 20:53 | comment | added | Jerny | Okay got it thanks! | |
May 16, 2023 at 20:49 | answer | added | Jerny | timeline score: 1 | |
May 16, 2023 at 16:13 | comment | added | Lauloque♦ | Here we are in the comments. To post an answer, you need to scroll down below where you should see a big blue button "Answer Your Question" | |
May 10, 2023 at 22:29 | comment | added | Lauloque♦ | That's wonderful! You could post it as an answer with details on how to do it so that it helps anyone with the same question in the future. | |
May 10, 2023 at 19:36 | comment | added | Jerny | OK seems copying the original in one file seems to work. It refers back to the original widgets. Thanks L! | |
May 10, 2023 at 15:54 | comment | added | Jerny | Ah, thanks, makes sense, so in theory if I import the same rig twice. The second time without the WGTS folder it's controllers could refer to the original ones imported? | |
May 9, 2023 at 21:27 | comment | added | Lauloque♦ | Blender has no notion of "WGTS folder". The way controller custom shapes are targeted is by the direct object's data path. You could in theory make a script for it, if you are sure all the WGTS objects are the same across all rigs (they could look the same but not have the same position/rotation/scale from their origins across all rigs). However, if you are generating rigs using Rigify, you can pinpoint an existing WGTS collection in the Rigify armature panel. | |
S May 9, 2023 at 20:51 | review | First questions | |||
May 10, 2023 at 20:54 | |||||
S May 9, 2023 at 20:51 | history | asked | Jerny | CC BY-SA 4.0 |