Clone/move a bone property to the figure's "root"
feldarzt
Posts: 135
Sorry, I'm terrible with terminology.
Some objects have their bone properties somehow accessible in the "root" figure properties list, usually in the Rigging section below the Transform and Display ones. Often, those properties are the door bones' Rotate Y one responsible for door opening.
So how can I bring that Rotate Y property of a bone to the root figure's properties?
Comments
I am not sure what you are trying to do.
Are you talking about hiding some of the other properties?
Maybe try to post an image for what you achieve to do.
I'll try to find an object like that and take a picture of it. As usual, you just can't remember which ones they are when you need them.
What I'm trying to achieve is to make my custom (self-done) door openable without the need to open its bone every time I want to open/close it. It's basically a normal door with a frame; the frame has to remain static while the door should rotate on its hinges; the door has a bone which allows what I basically want. But I also want that bone's Rotate (Open/Close) slider to be available in the basic (root) properties list of the whole object and be moveable there, along with the standard Transform sliders.
Right, got a pic.
So, as you can see here, we have a figure of a building with an openable door. The door is a bone (marked in blue on the picture), and it has the control property (which is basically a Rotate Y one) in the figure's properties list (marked in green). So when you choose the figure, you don't need to open its structure/bones, you just move the "green" slider. And I want my door to have a similar one.
Create a control property on the root node and set the rotation property of its bone (sub-node) as the sub-component of the control property in Property Hierarchy.
Could you elaborate a little? I'm not sure how to do some of the things you listed.
Specifically, where could I "set the rotation property of its bone (sub-node) as the sub-component of the control property in Property Hierarchy?"
You can also just create an alias, right-click on the Parameters pane and put it in Edit mode (if it isn't), right-click on the open slider>Property Cloner, make sure Traget Node is the figure, and check Create as Aliases. This has the advantage over a control property that you can edit either and the other will update to reflect the change - with a control proeprty the controller is added to the bone value, but the reverse isn't true so you can end up with unexpected roations applied.
I thought so too, but somehow, I don't have any items in the Property Cloner's Source Properties list. It selects the bone OK, the target is the figure, and I can check Create as Aliases, but it looks like it needs something in that Source Properties list (well, obviously). What could be wrong?
OK, so this really was a combined effort. If Richard hadn't told me about the Property Cloner, I would never have tried to Google it. Thank you, Richard!
So, for any other guys who might search for it in the future, here's what I found:
And it works.
Just as what Jay showed in the tutorial. Using ERC Freezing will also do but personally I suggest use Property Hierarchy (in Edit Mode, right-click on the newly-created Control Property > Show in Property Hierarchy) which is much flexible for setting up ERC links... and you don't have to dial anything beforehand ~~