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 ?
Thanks.
KineFX skeleton rename issues
268 0 2-
- toonafish
- Member
- 352 posts
- Joined: 3月 2014
- Offline
-
- Quick Links