Simple rigging - all controls at root level

So I'm trying to rig a dynamic door model. I have the complete geometry, it has bones, I'm currently setting up exact controls, but I'd like to not have to send users down a tree of bones to like turn the handle or change the wall thickness etc.

Ideally, I'd like if all of the control sliders were at the root level. I'm sure I've seen this done in other people's products, but I can't for the life of me figure out where or how I would set that up.

(In case this isn't clear, the control sliders for individual surface groups currently require that you select the individual bones, as if this is a character model and you're moving finger segments one at a time. What I'd like it to be is that the user clicks on the door object, sees no sub-objects in the Scene tab and has all the movement controls right there in the Parameters tab together.)

Any ideas what I would do to set this up?

Comments

  • JalnorJalnor Posts: 15
    edited July 28

    Also, if there's a way you can think of to have the latch's Z movement follow the handle's X rotation, that would be awesome.

    Also also, I think I had a senior moment and put this thread in entirely the wrong place, so apologies and if there's a place an admin would like to move it to (assuming possible) then I'm down with that.

    Post edited by Jalnor on
  • crosswindcrosswind Posts: 9,543
    edited July 28

    You can refer to this thread: https://www.daz3d.com/forums/discussion/comment/8693051/#Comment_8693051

    to understand how to create controllers on the root node in Property Hierarchy.

    Post edited by crosswind on
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