Thanks for your answer.
I saw the Transform constraints (Didn't used it yet) but the problem is, that apparently doesn't take the mesh modification in count, right ?
For the second question. i'm not use off big animations yet, but when i import some other file that create a different Skeleton. meaning (i guess) that is not linked inside the current skeleton. Let's say i made a hand animation in one file and i want to re-use this animation in another file on another character. Can i do that ?
Thanks again ! π
i just tried the Transform constraints.
For example, in this animation I have 4 kinds of clamps that hold an object against a wall. So they are all oriented towards the center of the object. I would like these clamps to open outwardly, as another part "rises" towards us, as if it were opening. I will play with the scaling for this last part but I may also modify the mesh. (But I do not have the impression that changing the mesh of the constraint clamp, changes the mesh on the 4, am i right?)
And when I test there, although I try to play with offset or axes, I do not find a way to make them all go to the outside of the objects for example. If I take the clamp to the right of the object (which is the constraint) and make it go right, all the other clamps go to right to. Is there any way to deal with that?
Thanks again :p