Do you know if there is some link beetween what we set in Pose Mode then do in this Mode (like for registering Animations/Actions with IK in armatures), and Armory ?
For those who discover, the animation system in Armory is composed of the animation tools and editors provided in Blender (see Dope Sheet, Action Editor, Timeline, Pose Mode, Parenting, Bone Constraint, …) that mix the skeletal deformation of “Meshes” with the morphological deformation of an “Armature” composed of “Bones” to allow complex animation.
This system can be used by mixing animation sequences which creates customized special movements such as those that exist in the Armory examples animation_xxx here_ https://github.com/armory3d/armory_examples
The question here is to be able to directly control bone transformations through logic nodes such as “Bone IK” or by creating “Traits” or “Events” that define which animation an object in the scene such as a character or robot should use in a given situation.
It’s in relation with the capabilties of the public function solveIK(effector:TObj, goal:Vec4, precission = 0.1, maxIterations = 6) inside BoneAnimation Haxe file.
Having Blender’s Pose Mode tool is essential to quickly test an IK (Inverse Kinematic) and Constraints on an Armature for example. The fact of finding the same behaviour in Armory afterwards when you move a Bone, and particularly a Control Bone, also seems essential and that’s the question , to be or not to be like in Pose Mode )