Adom opened this issue on Dec 26, 2013 · 4 posts
Adom posted Thu, 26 December 2013 at 4:56 AM
hello
I'd like to rename bone's channels (like in poser: "bend","side-side","twist" instead of: "X Euler Rotation BlaBlaBla",...
Is it possible?
Lobo3433 posted Thu, 26 December 2013 at 8:19 AM Forum Moderator
Hello Adom
From some quick research I did found that renaming the bones channel after having already done the animation does not seem to be an issue with in Blender but if you attempt to export it out for instance as an FBX to use with in another application then there seems to be a known bug that will not transfer the names and cause issues. But if you do the rename prior to actually running the animation then the names do get change in the vertex groups as well and then exporting does not seem to be an issue. This practice of renaming bone channels still seems to be in development and all the bugs have not been worked out as of yet. Again this is just some base research I did.
Hope it helps
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
Adom posted Thu, 26 December 2013 at 9:05 AM
I was searching myself but coudn't find any usefull information.
In my case, these bones are not going to be exported anywhere, it's just a habbit from poser to have some meaningful names instead of X,Y,Z which confuses me a lot :)
Anyway if you found it was still in development then maybe it's better to change the habbits and get used to default names.
Thank you for your info, I won't bother about this anymore:)
Lobo3433 posted Thu, 26 December 2013 at 9:16 AM Forum Moderator
Well it seems that you can rename them but most do their renaming after having run the animation already which is where the bug seems to creep in if exporting. So from what I am gathering it would seem the work flow to avoid the export issue is to rename them prior to actually running the animation. There is link between the bone naming and thier vertex groups that if renamed after the animation is run does not change the names in the vertex groups which is what creates the export bug issue. But also seems that this is something that is still being developed and being worked on but is not perfected at this time.
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page