For the Duplicate bone is pose mode thing, here's the addon.
3.5.0 (bottom right of Blender)
ps, I'm not sure how you managed to duplicate those bones in pose mode.
It's just a small personal operator I wrote. It's not in Blender vanilla. But I did…
I couldn't replicate that problem. In the video, I duplicate the leg bones just to have the original pose to compare to. After following the steps, the visual key seemed to match the original…
I think you figured out that Insert Keyframe Visual Loc/Rot/Scale actually works:
So, in general, inserting a key doesn't re-evaluated the frame- and it shouldn't. You don't want to lose…
Ah you're right. That's weird: I don't know why "Apply Visual Transform To Pose" + "Insert Keyframe Loc/Rot/Scale" works but plain "Insert Keyframe Visual Loc/Rot/Scale" doesn't..
I think this is a property or function that will be eventually more of a use for riggers / TDs
Simpler rigging makes it more accessible to animators too. If you only know the basics of…
blender/blender#76791 (for triagers: I don't know how to properly handle triaging or issue merging) This is a known issue. A workaround is to Bake Action for the current frame w/o removing…
Just leaving a comment to say that I support the idea of adding inverse functions per constraint. I've already done so but it is a bit more involved than just an inverse per constraint. This…
You've got it right. I should've said to add keyframe.sort() too. Update should still not be there.
update() should not be there. I understand that it'll be combined in 4.0 but this patch is about performance. For mocap or animation exporting, we'd likely be baking hundreds of frames and thousands of keys.
handles_recalc() should not be added in the same function. The same goes for deduplicate(). User-wise, the proper way to use these functions would be: sort() then deduplicate() which recalculates all of the handles twice.
@dr.sybren The problem is in the file (line 574): https://projects.blender.org/blender/blender/blame/branch/main/scripts/modules/bpy_extras/anim_utils.py where it looks like I thought fcurve.upda…