when building a “neck_ik_01” component for example, and setting a UI Host in the component settings, all the channels/attributes get organized under a “neck” category in the attribute error! But what if the neck component doesn’t actually represent a neck in the rig, but is used as something else instead, for example a big hair strand that works nicely with the neck behavior. Is there a way to tell MGear in what category to put these rig attributes / manually name the component category? Even more, when the said neck component for the left hair strand, is also used for the right hair strand and the UI Host references the same object, then MGear will not generate a second “neck” category, but drives both Hair strands with the same rig settings, so an Animator can’t have different settings on left and right side. (Except for providing a separate UI Host of course, which isn’t always needed).
In the hopes that I missed something that makes my life easier with this, I’d appreciate any hint!
Thanks very much!