KineFX skeleton rename issues

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Joined: 3月 2014
Been looking into KineFX and I noticed that whenever I rename a skeleton "bone", the new name is not automagically adjusted down the chain, which seems a bit weird to me, for a procedural app like Houdini.

So the "skeletormirror" or even transformations in the "rigpose" will break when renaming a skeleton bone at the top of the chain.

Is there a way to make this happen, without having to reselect the "mirror" Group every time, or manually rename a bone in the Rigpose when some bones already have keyframes ?

I know Houdini is a bit "archaic" when it comes to stuff like this, but maybe there's some secret trickery someone would like to share ?

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