Bone Chain from Object Hierarchy

Object

DEMO

_images/Object_Hierarchy_Demo_01.gif _images/Object_Hierarchy_Demo_02.gif _images/Object_Hierarchy_Demo_03.gif

This Operator Generates a Bone chain from Selected Objects, Using Object’s Hierarchy

The Operator Creates the Bone Using the Object’s Name

_images/Create_Bone_Chain_From_Bone_Hierarchy.png

General Settings

_images/Create_Bone_Chain_From_Object_Hierarchy_General.png

Prefix: Prefix Added to the Created Bone, leave it blank if you do not want any prefix

Position Mode

Position to Create the Bone (Uses Origin for not relevant objects)

  • Origin: Use Object’s Origin

  • Geometry: Use Midpoint of Object’s Geometry

  • Bounding Box: Use Bounding Box Midpoint of Object’s Geometry

Recalculate Bone Roll: Recalculate Created Bone to Local Z

Connect Bone: Tries to Connect Bone If Relevant

Bone Settings

_images/CBOH_Bone_Settings.png

Individual Deform Bone:

Create Individual Floating Deform Bone that parented to the chain instead of directly weighted to the chain bone

Sub Connect Bone:

Create Sub Connect Bone if there is more than one child

Tail Option

For Individual Deform Bone and the Most Outer Child

_images/CBOH_Tail_Option.png

Tail Mode

Set Up Bone’s Tail Position

Offset Tail From Head (Global)

Offset the tail from the head by the offset Vector in the Global Space

Offset Tail From Head (Local)

Offset the tail from the head by the offset Vector in the Local Space

Tail Offset Amount

The Vector Used to offset the tail

Armature Option

Armature Name / Armature Picker

Name for New Armature or Pick a Existing Armature to Add Bone to

Armature Choice

Choose to create New Armature or Use Existing Armature

New: Create bone to a New Armature that uses the Name Above
_images/CBOH_Armature_Settings.png
Exist: Create bone to existing Armature above
_images/CBOH_Armature_Exist.png

Update

Set the Operator to Existing and Use the Created Armature After Creating the Armature