
Moving bones with a texture? In Blender, yes it's possible
Although Blender doesn't allow connecting textures directly to an armature, you can use drivers to convert an image or animated shader into real movement. You don't need Python or weird addons: just creativity and some node knowledge.
Basic method: using a texture to move an Empty
One of the cleanest techniques consists of:
- Creating an animated texture (for example, noise or a moving image).
- Applying it in a material to a plane or an Empty.
- Using Shader to RGB and separating the channels with Separate XYZ.
- Connecting those values to a Value Node that serves as a driver.
- Assigning that driver to the rotation, position, or scale of a bone in the rig.
This workflow is ideal for glitch effects, vibration, or organic movements like muscles, breathing, or external data like audio.
Alternative with geometry and deformers
Another creative way is:
- Using Displacement to deform a mesh with the texture.
- Using Surface Deform or Mesh Deform so that the armature follows that animated surface.
This way, the movement generated by the texture is translated to the geometry, and then to the bones. It's a bit more indirect, but it works for non-traditional simulations.
Technical considerations
This type of experimental rigging doesn't export easily to FBX or engines like Unity without "baking" the animation. The ideal is to use it for internal rendering in Blender or as a tool to generate procedural movement.
Final reflection
Blender lets you move an entire skeleton with a shader… but it still can't export it without complaining. That's Blender: powerful, chaotic, and full of surprises.
The best part? You don't need scripts. Just nodes, logic, and a bit of art.