I'm trying some experiments to evaluate if using more origin pictures to make the animation can get better result or not, just like the follow image.
I use two image as two mesh groups, each one has its own bones.
However, if I want to increase the mesh group to 3 or more, the bones are too many in the editor to handle.
The meshes of mesh groups which I don't need in this key frame can be hide together, however, It seems that the bones cannot be hide by just click the eyes beside the mesh group, it need to be click one by one.
Is there any better way to handle these bones?
Hi, HongEn Tsai!
Thank you for writing the post.
From the images you have attached, we can see that the bones are denser than we expected.
Obviously, hiding bones or meshes seems important when creating characters of this style.
Yet, in the current version, there is no function to collectively hide or show bones under specific conditions. Sorry.
So in the current version, the most efficient way to do this is to hide all other bones by holding down the "Ctrl key" and pressing the "Eye button" and then turning on only the bones you want to edit.
But this still won't be satisfactory for you, so we'll add features related to your post.
We are currently working on a hotfix update, so we haven't been able to decide if it will be included in the next version.
However, we will develop and provide features as quickly as possible.
If you have any further ideas regarding this issue, please let us know!
We will refer to it for development.