Re: Bones Selection
Posted: Sun Feb 22, 2026 1:25 am
One rationale for having all the bones (and therefore all the actions) in a top-level skeleton is that you don't have to scuttle around in child layers to animate different parts of the body at a given frame.
But having actions and bones grouped in child bone layers goes a long way to addressing a lot of the bone management issues being voiced here.
so maybe the answer lies in how the top level skeleton layer works -- for example, rather than containing all the bones, it can hold actions that involve bones in multiple child groups, but it primarily acts as the UI into all the child bone layers: as you move around the work area, you get the bones and actions shown / selectable from the relevant child layer(s).
That's a big design change - but maybe an easier option?
But having actions and bones grouped in child bone layers goes a long way to addressing a lot of the bone management issues being voiced here.
so maybe the answer lies in how the top level skeleton layer works -- for example, rather than containing all the bones, it can hold actions that involve bones in multiple child groups, but it primarily acts as the UI into all the child bone layers: as you move around the work area, you get the bones and actions shown / selectable from the relevant child layer(s).
That's a big design change - but maybe an easier option?
