Say I’ve got a finger armature setup the way I like, now I want to reuse that finger armature multiple times on the same character, deforming the same mesh. So I create five proxy armatures of it per hand.
A while later, I want to change how the finger rig works. So, I update the base finger armature, and all the proxy armatures used in the characters fingers are updated in the same way.
From what I understand about blender, this really isn’t possible because having more than one armature affecting a character doesn’t work too well. I’d love to hear otherwise, but so far, I haven’t gotten it to work. In contrast, (not trying to start a software war) Modo uses a nodal rigging system that lets you create rig assemblies that can be referenced and reused, and deformation effects stacked up on one another incredibly easily. Unfortunately, Modo is missing some key features that I need, so I can’t use it at this point.
I need to be able to make lots of different types of weird rigs and be able to change them easily in Blender.
The best solution I’ve come up with are python systems that essentially one shot generate a rig based on metadata, which is okay… but creating a lot of different blender object and python metadata to describe how a rig should function is time consuming, especially when rigs are only relationships between many seemingly disparate matrix transforms and object data.
I guess this is more a …woe is me I wish blender had nodal rigging and then it would be perfect for me… than anything else, but I do wonder if there is something simple I’ve overlooked… something that would make complex rigs easier to develop, change and maintain.