Page 1 of 1

Smart Bones Overwritting Vitruvian

Posted: Thu Jun 04, 2026 8:38 pm
by ceelibeans
Hi there, I hope that this is the right place to ask this question, but I'm having an issue with a body turn around and vitruvian bones. I want to have a set of wings have changeable poses, and for those default poses to be different ones on the turnaround. However, by having keyframes of different vitruvian poses I'm unable to change the wings to all the different poses if I use a smart bone to switch to a different turnaround pose. Is there a solution for this that isn't just not using vitruvian bones in the turnaround at all?
Image

Re: Smart Bones Overwritting Vitruvian

Posted: Thu Jun 04, 2026 10:00 pm
by synthsin75
If you use a smart bone to change anything that can only have one option at a time, like vitruvian bones, animated layer ordering, switch layers, etc., you lose the option to manually animate it.

But you should be able to nest vitruvian bones to accomplish what you're trying to do.
Say you have two upper arm bones that you're currently switching between. If a smart bone does this, you can't animate the switch manually. But if you give these upper arm bones one parent bone, and give your other angle upper arm bones another parent bone, you can make these two parent bones into vitruvian bones. So these parents can switch in a smart bone turn action, but their child, upper arm bones remain open for manual animation switching.

Here's a quick example: https://ufile.io/40jfvfyt

Re: Smart Bones Overwritting Vitruvian

Posted: Mon Jun 08, 2026 3:56 pm
by ceelibeans
This is exactly what I was looking for, thank you so much!

Re: Smart Bones Overwritting Vitruvian

Posted: Mon Jun 08, 2026 4:38 pm
by synthsin75
ceelibeans wrote: Mon Jun 08, 2026 3:56 pm This is exactly what I was looking for, thank you so much!
Glad it helped. I wasn't sure how easy that would be to follow.