Armature from animated mesh; any need?

I have a manual workflow made up of several scripts that build and pose an armature from an animated mesh. The result is an armature that deforms a mesh into the shape of the animated mesh.

Would anyone else have any use for this?

Sure :slight_smile:

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does it add a bone per vertex, like an armature for a shapekey?

Yes, given a vertex or group of vertices you define a joint which is then used to define a bone.

Yes, given a shapkeyed mesh the scripts will pose an armature built with the joints.