A character in my project moves about the set though requires lip syncing. Is it possible to isolate movement of the rig to only the face rather than trying to chase the rig while attempting to animate mouth movement, or would it be necessary to create a new action then somehow isolate that? The wording of my searches has not provided relevant results.
You could create a new camera, and make it a child of the head. Switching to that camera view will keep you focussed on the face as everything moves around.
That is a brilliant suggestion. Thank you.
In addition to what @magpie said (which is a good idea), you can uncheck the check box in each channel in the dopesheet.
The checkbox between the wrench & lock icons controls if the channel is active. Click one and drag upwards/downwards to enable/disable multiple channels.
Randy
Duh, that didn’t even occur to me to try unchecking those boxes. This is more like what would be expected for isolating movements within a rig. Thank you.
Though on a complex rig that could be a lot of checking and unchecking. For my situation only unchecking the root will do the trick. However a more global control for that seems like it could be useful, which is beyond my skill to code something like that.
Same thing works in outliner for visibility/rendering icons. Works in other places too. Start blender with default cube selected, in the Transforms panel (n-key in 3D view), click on X Location and drag the mouse down to Z Location, then enter 5. Now the cube’s X,Y,Z Location will be set to 5.
Given how easy the click and drag is to enable/disable channels in the dopesheet I wouldn’t even think of coding something. I think it’s pretty easy as-is…
Randy
Given how easy the click and drag is to enable/disable channels in the dopesheet I wouldn’t even think of coding something. I think it’s pretty easy as-is…
Absolutely. It’s just perhaps something similar to the visibility in the graph editor at a higher level in the hierarchy could potentially be a quicker one click option. It would only be useful at all in much larger more complex projects when one click might be any kind of time saver.
But click and drag is of course a simple easy to use approach. Just me rambling on.
Thanks again.
