Animate group instances separately

Hi,

I sometimes have problems intuitively using Blender when it’s about object/mesh reuse. I think as a designer modelling simple parts (meshes), then constructing bigger models by grouping objects. Then again group simple objects and group instances to create even bigger models, and so on.

So, let’s say I want to have two different digger models, but both having the bucket in common. With Alt+D for the bucket no problem. Changing the bucket mesh affects both bucket objects used with the two digger models. After that, all objects a digger model is made of are grouped, and I use an armature to be able to pose them. I place some instances of that group into the scene because the construction place needs some of them. Maybe also some instances of the other digger model are requierd.

Back to animation, the topic of this forum: How can I animate (or pose) each digger instance separately? If I animated the digger model, each group instance would look equal. Synchronized swimming immitation not intended. If I would do without groups but instead copy all objects the digger is made of, I would be able to animate each digger instance seperately, but I loose the definition of a digger model. Each model change would have to be done with every instances.

Well, in short and in general: I don’t know how to define a model but keep the possibility of individually posing instances of the same model. Like equally looking dancers not always making the same pose. I’ve only found dozends of tutorials animating one instance. I’d be glad if you could point me in the right direction. (BTW, I’m actually a software developer using Blender occasionally. Blender skills about 3.5/10 (or maybe of 100 considering all the many features))

EDIT: I do know that a group instance is just an empty with the method set to “Group” in the “Duplication” pane. Using Blender 2.64 BTW.

EDIT #2: After searching for the right words, I found two threads asking a similar question:
http://blenderartists.org/forum/showthread.php?272205

Ok, after reading more links, proxies seem to be a possible approach. After knowing this, I understand now what the OP in the linked thread was talking about. However, still I’m not able to animate multiple instances individually. That’s what he also said.

I thought it’s a basic task to add instances of a model and animate each one individually.

Here is how I just did it.

Create a cylinder with a bunch of loops so it can bend.
Name the datablock for the cylinder me_cylinder.
Add the cylinder to a group and move it to an unused layer.

Now create two cube objects and link their datablocks to me_cylinder
The cubes become cylinders! (Tada).

At this point, you have two new objects that are instancing the cylinder datablock into the scene.
Create an armature for each of these new cylinder objects and you can animate each armature as you see fit. But they are still sharing the same mesh data. If you edit the cylinder on the hidden layer you will affect the two new objects in the scene as well.

Here is a setup to show this.

Attachments

26_TWO_ARMATURES_SHARED_MESH.blend (94.5 KB)

Hi Atom, no doubts this will work. But I have a group of objects, not one object. You can not animate group instances separately. I’ve quickly created the digger described in my 1st post:
Digger.blend (451 KB)
Try to lower the bucket of one digger instance and raise it of the other digger instance. Not possible. The model is on layer 2. If you pose the model, both instances change. But I want to pose them individually.

You still need two armatures in your scene. You have a single armature which is why you get synchronized movement. Do not RIG the source objects, RIG the instance objects as I have done in my example.

You can not attach one armature per group instance. I have groups of objects, not single objects.