I’m doing a char anim and I ran into null bones being mentioned here:
I’m not sure what they are but what I do, instead of creating an “empty” object and controlling the anim from the object mode I figured out that if you create a new armature bone then position it to your skeleton where you want it, you can then join the new bone with the existing skeleton and thus bring your IK control bone to the same space ie. pose mode as the rest of your skeleton. The skeleton I’m talking about here is formed from one root bone and spreading bones in all direction from that root bone. So in pose mode you can only move root bone but can rotate all others. Is this IK bone that I created called the null bone or is there a specific null bone object in blender I’m unaware of?
Ok, just wanted to mention a method that will allow you to move your non-root bones in pose mode with this control bone. It’s important that you join it to the existing skeleton to bring it into pose mode. Join, I mean Ctrl+J in object mode. You will have to create one extra bone by extruding your end bone(in edit mode) in the bone hierarchy to tie this IK control bone to otherwise this new bone will snap to the wrong location of the existing bone of the hierarchy. This hierarchy is made like this ie. steming from root bone so I can import it into my game engine and move the root bone and have all bones move with it. For blender only anims, you don’t have to do it like this and can instead create separate skeletons that you can then move/rotate freely in pose mode.