I’m sure this an eternal rigging problem with no solution outside of writing your own nodes but if it has been asked on here before I can’t find a thread.
I’m working on rigging a slug creature and looking into setting up 4 joint chains for the “spine”, each with a different root (front end, mid-front, mid-back, back) to allow for movement like raising and turning with the ability to switch to a new root-oriented setup depending on the motion required. I’m familiar with space-switching and FK/IK switches so I was thinking that by creating multiple chains and parenting these to a single master joint chain, I can switch between the functionality using a custom attribute.
This raises the question of the best way to keep this functional. Say the animator was working on a raise and dive attack animation. By switching the space to another joint chain, the geometry would go back to the default pose unless this position was either set before space switching, a la FK/IK switch setups.
Is there a better solution for rigging this to allow for switching functionality without losing current keyframes? I wondered about using some kind of parent constraint setup to move all of the controllers together at once, thus keeping the keyframes when the space was switched, but this creates evaluation errors and is just a pain to work with.
Hopefully this all makes some semblance of sense and looking forward to hearing what ideas are out there. Also if there are any recommendations as to other solutions I’d love to hear them. Thanks all!