Bone Constraint not working

Forum Archive Bone Constraint not working

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  • #13204
    alex1666
    Participant

      Hey there,

      great video so far. I have some troubles with adding a bone constraint. After i added it, nothing happens. Also when i want to remove the already existing constraint, an error message occurs “Disabled: Cannot edit constraints coming from library override”.

      #61997
      Wayne Dixon
      Participant

        Hi Alex.  It sounds like you are linking in the character using Library Overrides and not the Proxy way of linking.

        In my opinion, the Proxy way is far less buggy than Library Overrides.  The latter was meant to be production ready by 2.82 although it still isn’t quite there yet.  There are many things that can’t be overridden yet (like constraints)

        So I would suggest sticking with the Proxy way for the time being.  I believe that is shown in the main part of this recorded course.

        #61998
        alex1666
        Participant

          Yeah i heard that as well and thought, enough time went by, that this feature is ready. In this case i will stick to the proxy way. Thank you for your fast response!

          #61999
          Reece
          Participant

            @waylow in 2.92 is this still buggy? My weapon to hand ik. r isn’t working. The hand is moving but the gun not. I will try the proxy workflow.

            EDIT: With the proxy workflow it works as exspected.

            #62000
            Wayne Dixon
            Participant

              Hey Peter,
              I’m not exactly sure what your “weapon to hand IK” is, but if it is using a custom property and library overrides, you will need to make sure all the custom properties have “Is Library Overridable” enabled.

              This will allow the Override system to edit this in the linked file.

              I still wouldn’t recommend  using library overrides just yet though – maybe one day soon haha.

              But here is a python script that will edit all the custom BONE properties on the active armature object.

              import bpy


              rig = bpy.context.active_object

              bones = [bone for bone in rig.pose.bones]


              for bone in bones:

                  for key in sorted(bone.keys()):

                      if key not in '_RNA_UI':

                          bone.property_overridable_library_set(f'["{key}"]', True)

              Hope that helps

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