First of all, thank you for the feedback.
I do plan to get it on the official blender eventually. I also plan to keep it updated if it gets to the official blender release.
Bone rename tools (but if possible also with the flexibility to extend to multiple selected objects…)
Prefix/suffix / right/ left/ remove a string/ replace a string … It’s a giant pain to rename rigs with lotsof bones (tails,long spines,squid arms…)
I was thinking about this… Not really sure how to implement it so that it would suit most people. There already is a real basic bone rename tool in blender and rigify can make human armatures with basic names already, so I don’t consider this to be high priority. I’ll see what I can think of it in the future.
- apply bone shape works,kinda,but it screws the placement of the object up. It’s all over the place.
The object origin is positioned to the bone root joint. This is how blender works with bone shapes and is unfortunately out of my control. Object origin must be moved and rotated to make it perfectly overlap with the shape.
2)Rig debug seems nice,will have to test more. Useful unnamed bone finder
Please let me know of any problems. It’s far from complete though and I would recommend not trusting it at this point. Unnamed bone finder does work well enough but more testing is needed on this.
-)perhaps would be nice that if you press ctrl+click you could edit the bone name from there
Worth a try… I’ll see what I can do.
-)Perhaps an option to also show siblings ,not only parent and children?
Shouldn’t be a problem. I’ll do that.
-)it doesn’t show the name of a constraint or the nature of it, or is that not supposed to be how it works?
I can’t think of any scenarios where that would be usefull… I’ll think about that, perhaps add an extra dropdown info panel for each bone.
Thanks on the reply. I’ll write a memo for now… I’ll work on it whenever I have enough free time on my hands… Propably in this weekend.