This setup provides a method for converting shapekey-based particle animations into rigged armature animations. It works by automatically assigning a bone to each individual mesh island using a combination of constraints and geometry nodes. The primary goal is to reduce animation file sizes and prepare particle data for export to external formats like FBX or GLB.
This method requires the particles to be generated as actual mesh geometry rather than instances. Additionally, the overall vertex count of the geometry must remain constant throughout the entire animation sequence to function correctly.