I need to be able to have an individual bone in an armature parent to a vertex on a mesh that’s parented to the armature, or an object that can be parented to a vertex on the mesh.
I’m trying to make unique characters from a single base mesh by morphing it with shape keys. It would be a lot like Makehuman but it would be done entirely with Blender’s tools. I want there to also be one armature for the base mesh pre-loaded with basic animations.
The problem is when I morph the base mesh into different shapes, the bones do not follow, thereby making the origins of the bones useless. For example, if I morph the middle of the head, the eyes and eye sockets will move up but the bones won’t. I don’t want to have to go into edit mode and manually manipulate all the bones every time I morph
a new character.
Is there a way to do this with a modifier or some other trick? This would speed on game development for my team and possibly others in the future. Any help would be extremely appreciated. Thank you!
Edit: I would also need to be able to make the translation of the individual bones permanent, i.e., applied by a modifier so that I won’t have to carry any extra modifiers or constraints into the game engine (performance reasons).