If you just use the blender search function and type in batch you'll get Edit > Batch Rename, or if you don't have that enabled you can just click on the Edit menu or press Ctrl + F2 after selecting the bones, in the 3d view or in the outliner. It gives options to determine scope based on selection and object type and Find/Replace, Change Case, Set Name, and Strip Characters functions. I've watched a couple of your series here and if it was just you doing this in your workflow, I wouldn't think twice about it, but telling other people to manually replicate code that the UI is designed to call and passing around scripts for it is gonna waste a lot of people's time.
You are very right, this tool is doing everything my manual scripts are doing. I'll incorporate this into future videos. Thanks for the tip and the feedback!
Hmm.. None of the scripts work for me. :D I'm pretty green when it comes to scripting but I'm only getting "cannot assign to literal" and other fun errors. Basically nothing will rename or run. I've tried in 2.83, 2.91 2.92 and 2.93. At this point I think I've wasted more time trying to get the script to work than renaming manually but I'm a bit bummed because I assume this means I"ll have to do everything going forward manually. I know it's difficult to assess what has gone wrong on my side, but if there are any obvious issues I may have run into, I'm happy to hear them. Perhaps I'll go back to the start of this lesson and try again.
@@codyswanson be sure to check out the example files attached in the description. In those files I've left the scripting in a text window if you want to compare what I did with your file.
@@LevelPixelLevel Thanks. Yeah, I looked into that (to check my script was correct) but I guess I chose the file with everything already renamed haha. Anywho! Great series. I'm really learning a lot of little things that I haven't other places and enjoying the heck out of it. Thanks for all your hard work and being generous with your time and knowledge.
Why would you create both a hip and pelvis controller, why can't you parent the legs directly to the pelvis controller? I also saw another tutorial where they created an extra controller bone, and I'm a bit confused. Thanks for the great tutorials! They're amazing!
Are you going to add a driver so that when the legs move, the flap bones rotate so the legs don’t clip through the flap, or is there some constraints you can use?
Thank you for these tutorials
If you just use the blender search function and type in batch you'll get Edit > Batch Rename, or if you don't have that enabled you can just click on the Edit menu or press Ctrl + F2 after selecting the bones, in the 3d view or in the outliner. It gives options to determine scope based on selection and object type and Find/Replace, Change Case, Set Name, and Strip Characters functions. I've watched a couple of your series here and if it was just you doing this in your workflow, I wouldn't think twice about it, but telling other people to manually replicate code that the UI is designed to call and passing around scripts for it is gonna waste a lot of people's time.
You are very right, this tool is doing everything my manual scripts are doing. I'll incorporate this into future videos. Thanks for the tip and the feedback!
Hmm.. None of the scripts work for me. :D I'm pretty green when it comes to scripting but I'm only getting "cannot assign to literal" and other fun errors. Basically nothing will rename or run. I've tried in 2.83, 2.91 2.92 and 2.93. At this point I think I've wasted more time trying to get the script to work than renaming manually but I'm a bit bummed because I assume this means I"ll have to do everything going forward manually. I know it's difficult to assess what has gone wrong on my side, but if there are any obvious issues I may have run into, I'm happy to hear them. Perhaps I'll go back to the start of this lesson and try again.
Ah, okay, probably a rookie error. The indents in the first rename code were causing errors. I had to run it before saving it as a routine etc. :D
@@codyswanson be sure to check out the example files attached in the description. In those files I've left the scripting in a text window if you want to compare what I did with your file.
@@LevelPixelLevel Thanks. Yeah, I looked into that (to check my script was correct) but I guess I chose the file with everything already renamed haha.
Anywho! Great series. I'm really learning a lot of little things that I haven't other places and enjoying the heck out of it. Thanks for all your hard work and being generous with your time and knowledge.
Why would you create both a hip and pelvis controller, why can't you parent the legs directly to the pelvis controller? I also saw another tutorial where they created an extra controller bone, and I'm a bit confused. Thanks for the great tutorials! They're amazing!
And I was also a little confused as to why you had both a root node and a sub-root node.
hi , why did you duplicate bones? character has already bones and we can manage those bones like controller..
yes, the duplicated bones are just to make a nice clean rig for animators that can have more complicated mechanics baked down to a simple rig.
5:11
in blender 3.6.2 i've got an error 'TypeError: 'bpy_prop_collection' object is not callable'
my mistake. [knight_control_rig] should be in square brackets
Are you going to add a driver so that when the legs move, the flap bones rotate so the legs don’t clip through the flap, or is there some constraints you can use?
Yes :) ill be adding that control/constraint in a future section