Procedural bone generation

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Heya,
Is there a way to generate bones @ scene level in a procedural/automated manner like in the attached image? I obviously did it @SOP, but I need this distribution with multiple bones, @scene, so that they can be used for capturing a skin.
If you can't create this @scene, is there a way to “split” that setup into multiple bones/files which can then be read as individual bones @scene?

edit: I thought that maybe giving some context would be helpful for receiving suggestions for approaching the matter in a different way if this is ineffective or downright stupid.
So, what I'm actually having in mind here, is to explore ways in which I can rig “hero” scales of a wyvern I'm currently modeling, because as you well now, smaller scales/details, you can get away with, but having big bony stuff bend/deform with the rest of the skin is not very realistic.
Edited by anon_user_89151269 - July 21, 2017 08:09:05

Attachments:
bone_setup.jpg (186.8 KB)

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