Controlling a Bone with a Bone
Masterstroke
Posts: 1,983
I'd like to have the shoulder bones controlling the collar bones with an ERC freeze comand and have that controlled by a switch on/off Button. How do I save all this to my assets?
Comments
What's the purpose of doing so? sth. like you want the collar bend when shoulder bends, as an IK does?
There is no use of moving the shoulder up and down without the collar moving with it, for it is not possible. You could move the collar up without moving shoulder up, but not the other way round.
So, I'd like the collar bone to move along with the shoulder bone.
You may try, for instance - Nodes: 'Left Collar' & 'Left Shoulder Bend'
Option 1 : Parameters - Preferences - Consolidate Properties: Switch on. Ctrl + Select : 'Left Collar' and 'Left Shoulder Bend', then dial Bend...
Option 2 : Alt + Shift + P, select 'Left Collar', press Spacebar, then drag 'Left Shoulder Bend' to uppper position.
Then create a 'Bool' property and ERC Freeze the 'pose result' to it...
If there's any other optimal way, I'd like to know as well...
There are already Pose Controls defined that do just that, and not just for the arms. Parameters -> Genesis [8, 8.1, 9] -> Pose Controls.
Sorry, I don't want a pose control and I don't want to switch a bone in position. I need the shoulder bone to control the collar bone.
I know, how to connect them with the ERC Freeze comand.
I just don't know how to save this as an asset, since it is NOT a morph target.
ERC links, however theya re created, must belong to and save with one of the properties involved - so if you want to link two bends directly I think you would need to save a character preset and use that to load the figure. One option would be too create a new property for each bend on the controlling bone and set that up as if it was the bend, with the desired ERC - that you could save as an asset, and as it was a new entity it would not be overwritten by updates to the base figure..
Thank you, Richard. That worked well. :-)