Bone naming issue after using "Flip Names" command. #62160
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Reference: blender/blender#62160
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System Information
Operating system: Windows 10 pro
Graphics card: AMD Radeon
Blender Version
Broken: 2.8 -
490a385c81
Worked:
Bones retain .001 in the name after having duplicated them and executed the "Flip Names" command on them. I apologize if this isn't a bug, but it feels like one. What is the point of the Flip Names command if the duplicated bone is going to keep the .001 in it? If I am duplicating 20 or more bones, I would have to go and manually delete the .001,2,3 etc. from each bone's name. Shouldn't the Flip Names command delete the .00n automatically? I hope this is a bug and not a feature request, because it feels more like a bug to me.
I understand that the simmetrize option works to mirror and flip the names automatically, basically doing the same function as the Flip Names command, but if that's the case, wouldn't it make more sense to get rid of the Flip Names command altogether or am I missing something? :|
Thank you, you guys are awesome.
Armature Flip names Issue.mp4
Added subscriber: @JorgeMolina
Added subscriber: @Mets
Changed status from 'Open' to: 'Archived'
There's a setting in the operator called Strip Numbers which should do this! You can find the operator settings in the bottom left corner of the viewport, after you use an operator.
Taking the liberty to close task because I'm confident this will resolve your issue. But if I'm wrong, you can always reopen it.
INDEED! thank you very much. case closed. :)