We are excited to announce that bones are now selectable in the workspace while in the Animation Clip Editor. Previously, if you wanted to use a dragger on a bone in the workspace you had to either click on the area on the rig associated with a bone or add the bone as a track in the Animation Clip Editor and click on the track.
Now you can simply click on the adornments that represent a bone to:
Select the respective bone in the Workspace
Add draggers to the joint associated with the bone
Have the bone show up as a track in the Animation Clip Editor
This should make the process of transforming bones in the Animation Clip Editor faster and easier.
How to Use
When you select a rig in the Animation Clip Editor that has bones, pink adornments should appear over the rig in the Workspace.
Select the adornment in order for draggers to appear. Use the draggers in order to alter the transform of the respective joint and for the bone to be added as a track to the Animation Clip Editor.
This is a great step forward. Though I am curious about one thing:
Are we able to animate a rig that has a combination of bones and Motor6D’s? For example, I have a bone-rigged mount that the player attaches to. This makes the full rig a combination of both bones and Motor6D joints. Can these be animated together?
Would be nice if you Could toggle the visibility of the Bones in the animation Editor. Right now It is a bit hard to See if a mesh is Deforming correctly in Studio since the Bones usually covers up the Limbs
R is the default Key to switch between Rotation and Location editing in the Animation Editor. Clicking most Other UI elements outside the Animation Editor (model Tools included) will turn off the plugin.