Hello Aquatic Nightmare,
I’ve been playing with your node-based rigging system for a couple of days, first of all, thank you for putting this together. It is a pleasure to work with and brings rigging in line with other software packages. Fantastic job on this addon!
I have a couple of questions,
Can the Vector Node have an out for X, Y, and Z? Or can there be another node that converts a Vector into its properties? (if this already exists sorry for asking, although I could not find a node that could accomplish this)
Speaking of this, it would be great if all of the inputs on most nodes can also be an output:
This would allow me to add the tail vector as a head vector on another bone, without using a connect option (let me know if there is already a way to expose these nodes that I don’t know about).
Actually this would be great is all inputs can also be exposed as outputs on most nodes.
I ran into one issue with the driver node, I was able to add drivers to constraints, but I could not add a driver to the location of a bone. I tried a couple of things here, but I could not get this to work:
Again, let me know if I am doing something wrong here.
For the driver nodes, I was wondering if this can match the drivers’ panel a bit?
So here, you can have access to the Type, as well as the expression, with the option to add additional variables and inputs if you want.
Again, amazing work on this addon, I know I added a lot of things here, but I’m just really excited about this development
This is honestly the coolest thing I’ve seen in Blender Rigging since Bendy Bones.
Please feel free to send me a message if you want to discuss this more, or if you want me to do more testing.
-Level