quick explanation of my scene:
-imported motion capture skeleton
-duplicated 1st skeleton and used it as a rigg with control Objects
I parentConstrained the controlObjects (with IK down the hierarchy) from the rigg to the keyJoints like hands, feet root joints from the mocap skel. there are some expressions too for orig_spine_n driving dupe_spine_n thatīs for the original imported motion data driving my rigg which works percectly so far.
right now I am trying to figure out how to create translation/rotation offsets within the control objects for some corrections in movement. since all the CTRL-objects have inputConnections in translation and rotation I canīt just key these channels without losing all the keyframe animation input from the initial skeleton. is there some procedure to put on top of the constrain-inputs?
Iīm very new to animation here. open for any suggestions.
just found an article answered by vladimirjp
I tried this procedure last week allready, but I canīt group the CTRLs to themself and constrain just the group because this way all the rotation values get lost since ->
jointRotx_orig drives shapeRotx_CTRL drives jointRotx_Rigg
if a buffer group is added between orig_ and CTRL_ the flow of input information would stop right there because the child of of a parent doesnīt get any values unless you key it, well...
hope all this isnīt too confusingly presented by me.
everything starts and ends in the right place at the right time.