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  • Keys between skeletons: Resurrecting an old thread

I see this has been asked a few times in the past, but each thread is usually left with the question "why would anyone want to do that?" I have a use case for you:

I'm re-animating a character for Election Year Knockout using the old one as reference within the same file, and there are a couple of common bones I use for overall composition. When copying what is essentially a list of ordered numbers (the local bone transforms, specifically), it makes sense to me that I should be able own the consequences and paste those numbers onto any bone I please across skeletons, the same way I'm allowed to do so within a skeleton.

This does not work. In previous threads, you mention the keys are pasted into the /previously/ selected bones in the first skeleton.

Perhaps I'm wrong and your copy/paste function relies on the transforms from each parent up the tree, but in the event it's possible I'd love it if you'd take this as a feature request.

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If it's possible to implement in a sane way, I don't see why not, but it sounds like Nate has already given this some thought.

In any case I'll mention this thread to him. Let's see what he thinks.

There was a problem with copy/paste of mesh vertices that was fixed in 3.8.68. You can select some bones in one skeleton, ctrl+c to copy, select bones in another skeleton, and ctrl+v to paste. If you select a different number of bones, it won't paste. The bones don't need to have the same hierarchy. Which axes you have selected at the time of pasting matters: if you select World it will paste to match world coordinates, otherwise it will match local coordinates (Parent axes do not affect pasting). The axes selected at the time of copying does not matter.