Grease Pencil rigging : assign weight for the current animated bones but NOT on "rest" pose?

Hi, a current issue on the Grease Pencil (blender 2.8), i don’t know if it should be called a bug or if it is the expected behavior, but it makes it very hard to make advanced puppet animation. Let me explain.

Suppose you want to create a puppet animation with an GP layer attached to an armature, but want to be able to change the drawing on that layer on the fly, like for example use a slightly different drawing for a character’s leg when it’s bent. The idea is to not use just a single boring image for the whole leg animation, but make it look like traditional animation with some keyframes, but still using puppet animation for in-between frames.
To do this, you would naturally assign the bone/vertex group while you’re on the first keyframe, with the current GP drawing, slide the timeline to a few seconds further, move the bone and record the position, and draw a new GP keyframe at this point, over the bent leg.
The problem is that when you try to assign the bone/vertex groups on the new drawing, all your drawing is suddenly rotated backwards, because the Armature thinks that you are always working on the REST position and not the POSE position when you assign the GP layer to it. And in this case, the rest position is completely rotated, compared to the animated bone that you are seeing at this step.
While on edit mode, you don’t see it, but once you have fihished your GP drawing, the whole thing is rotated to the supposed rest position.

Frame, first GP keyframe, assigning weight everything is fine

A few frames later, new GP drawing on the rotated bones in edit mode, assigning weight, everything fine

Turning-off edit mode, issue : the new GP image is rotated to the pose mode

Thanks for reading ! Maybe someone has a hack for this, or an option i didn’t find to use the current pose when assigning weight to vertex groups

Continuing the discussion from Grease Pencil rigging : assign weight for the current animated bones but NOT on "rest" pose?:

Hi did you see this tutorial ?

Is that what you are looking for ?
I think you are right the problem rely in the fact that your GP object is a 3D object. As amazing blender is, armature seems to settle only on this object not the inside ( from what I have seen). Therefore when you change the drawing, it just take it as a whole keeping it as a rest position… I guess. So riging it all the way throught like in this tuto should help achieve what you want.

Je suis allée voir ton taff, c’est vraiment très cool !

Hi ! i reply very late, i didn’t see my notifications for months ahah. I think it’s not solving the problem (or maybe i didn’t get something), but i think this is the the normal way the bones work and there’s nothing to fix. Maybe what i want would require to recode the way how bones find the points when we link them to the GP object, so, it’s not so simple :confused:

Ah et merci beaucoup ! j’ai raté cette phrase ahah