I don’t have any more reports for the Corrective Smooth Mod, but I have been playing with the new bendy bone options released today.
http://download.blender.org/release/Blender2.78/
It has a lot of possibilities for parts of a muscle system, not to mention a lot of simplification when using b-bones for all other projects. I like the new features and will find a use for them. (Belts/straps come to mind.) Being able to use a location constraint that follows the curve of the bone is cool.
The only downside to these changes have nothing to do with the new options, it has more to do with limitations on other constraints, namely the Action Constraint. I was hoping that the curve offsets, roll and easing values would be usable with an action constraint, but Action Constraints still only read transform channels only.
Action Constraints need some new love. I’m not sure why we are not able to drive any keyframe value that is located within the armature (any bone or constraint property) with an action constraint.
I was able to create drivers to control the new bendy bone properties, but that has it’s limits too. You can’t stack multiple drivers onto a single property. (Again, this could be fixed if we could drive those values with Action Cons.) More than likely, you’d want to have multiple controls affecting the same values on the bendy bones. That’s not possible yet until some other constraints are updated to allow that possibility.
Think for a minute on how an arm moves with all of the muscles. The new bendy bone option will allow you to make a bone for every muscle group and control how those muscles stretch, compress, expand and twist. ( It also allows a custom rest pose for the bones, bent and twisted anyway you wish.) But, this needs to be done manually because the other constraints can’t access those new values and properties.
I tried a copy transforms constraint to see if I could transfer the new properties to a different bone, but it did not update those values. Transfering those values with a transforms constraint would be a step backwards anyways, IMHO. The point of the new bendy bones was to simply how b-bones worked and give more direct control without having to parent a bone to the head and tail to get that bone to bend and twist the way we want it too.
Anyways, just some tests and things I’ve been playing with. Something to look into.
Good luck!
Edit: Here is a test file for 2.78 if you have it. Trying to figure out a eyelid rig. I had to hand animate all the “bendyness”.
Attachments
BendyBones.278.blend (1.06 MB)