Why I don't like rigigng in Blender
02 May 26 (4d ago)
I usually hop between Maya and C4D and occasionally on 3DS Max, Houdini and Blender. And by far, Blender is the one I find frustrating
Some items on top of my mind.
No Maintain Offset
There is no built-in maintain offset. Sure you can just build it manually through creating dummy bones but it forces you to have this avoidable cluttered hieararchy.
Everything must be in bones
Yea everything must be bones and the way you can separate the bind joints between non bind joints (which are the controls, helper objects, dummy) are this "Deform" Checkbox.
For all intents and purposes, it works. But you have to wrangle another unnecessary settings. For example, if you want to have a control shape for bone controller, you have set it up. Unlike for a sane DCC (like any other DCC), you have to use a spline object and call it a day.
It's really annoying
Different Behavior on the Copy Transform and Child of.
So Copy Transform (or Copy Location or Rotation) function as intended. Where if you have this hierarchy Grandparent_1 > Parent_1 > Child 1 (with Constraint), even if the previous parents are animated, Child 1 will follow the constraint and not the parents. As it should.
Child of mis totally different. It will result to a double transform. Not only does Child 1 wil get the effect of the constraint it will also be affected by its parent. WTF.
You can't parent/unparent joints from one armature to another.
So in any other DCC, like any sane DCC, joints are can be freely mix and match to other rigs (with limits of course.) Its incredibly useful when you prototype or add delete features.
Still posisble in Blender but such a pain because you can't unparent Joint A in Armature A and have it parent in Armature B.
Sucks so bad. You ahve to create a new joint in Armature B and have it ocnstraint from Armature A in Joint A. Then bake those transforms. My god. Why.
I understand the optimization of having an armature object to house the rigging/animation data. But man, its limiting.
For you to modify anything in armature, it has to be visible
Isn't that helpful? No not really. There are times when you have a hierarchy you want to unhide it but still able to manipulate. Not the case in Blender, it is as if unhide is equivalent to disable. So limiting.
And couple that the fact that everything should be in bones, most of the bones and nonbones logic of the armature, by defualt looks the same. So you have to go to through the process of "makign them pretty" before you can properly, efficiently and effectively modify them. Whhhhhhy.
Screw this bones must be everything. So limiting.
P.S. If you are just auto rigging, you might not feel pain since most of the time you just place joints and weight. Call it a day. But for me, who prototype a lot and not just rig characters that are typical bipedal/quadruped, the ability to be free from this limiting armature ideology is a deal breaker.