The name here can be different, but it has to be also a “Float Array” with Subtype “Linear Color”.
Now the tedious process of creating the drivers and attaching them to the custom properties starts.
Left-Click on the bone property of the color. Right-Click on Red-Channel and copy this as a new driver.
That’s really great, thanks a lot for sharing! I’ll read it a couple more times before trying it out to let it sink in in my mind.
Would you mind sharing a small timelapse/screenrecording of how the end result looks? I mean, what do you do afterwards to change the color of the skin of your characters? Do you move around the bone with drivers? Or what do you change?
I tried to use global properties, but if you use mulitple characters in the same scene all get the same skin color.
But I wanted to have a different skin color for each character I linked in.
And the object level property is per object. If a character consists of multiple objects you have to change it on each and every object of that character. Using the rig centralizes this and gives you one property for all objects of that character.