Thanks for reading.
Can a pose library be linked into a second file the same way armatures are? Can poses be given to the animator?
I have a newly created and naive library.
I may be beginning to think that maybe all posing was to be done by the animator not rigger. (I am amateur both at this time)
I thought the pose library was part of the armature.
When I link then attempt to use pose library the blender system complains there is no valid pose library.
When I link and then create a proxy armature… the proxy stance… seems to be the edit mode stance … which is sloppy. Usually I can ignore the edit mode stance.
My edit mode stance for armature (not official blender pose I suppose) is sloppy. Can I somehow cause the edit mode to assume one of the stance of the elegant(less sloppy) poses of … pose mode??? I have already a few decent choices created in pose mode and in the library. The sloppy stance in edit mode is not so easy to see and change.
Thanks in advance.
Blender 2.54 (sub 0) System Information =
version 2.54 (sub 0), revision -UNKNOWN-. Release
build date: 2010-10-21, 08:24:42
after a few hours of experiment with 2.56a, i realize that i can’t redo the pose library in linked armature. The only possible way is to append the rig or a Character’s Group… Is it a bug or just not implemented yet ? Because in BIG animation production, especially in TV series project, this would become handy. It will shorten the posing time because animator will only need to import the preset… And i’m planing to do that in a few month ! HELP ! *finger crossed
It should be possible to link in a Pose Library (they are just standard actions, “with a bit of extra stuff”), and then using the Pose Library UI panels (latest builds only) assign these linked in Pose Libraries to these actions.
nice, i need to experiment on that. Thanks Fweeb. Now, if only i can export the pose library or any action into one specific file that contain only animation information, just like, for example .eani file in softimage that would be a huge breakthrough.
Incidentally, I meant to answer this. That’s actually pretty easy. Append the action datablock to a separate .blend file and give it a fake user. Then it’s available for any rig with properly matching bones. Done!