Hello,
I'm wondering if there's a way to set up a bone so that it can effectively be rotated about either of two points, in my case with the points being the origin and tip of the bone.
This does it, but poorly: Rotate about either end of bone.spineI need to be able to do this without having to constantly adjust the mixes on transforms from 0 to 100 and back, as I'll have fourteen of these making up the main portion of a character's body.
Any ideas?
Rotate About Either End of a Bone
- Modificato
This kind of movement is difficult to achieve because the bone hierarchy only goes one way. It can be done perfectly using a bunch of constraints, eg (project file requires 3.7 beta, sorry): Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque
http://n4te.com/x/4942-rotate-bone-either-end-nate.spine
It's not simple though:
FWIW, all these selected keys are the same, as are the two columns of keys between them:
One bone is rotated, the other follows, then the constraints are flipped, the other bone's translation and rotation set, and the other bone rotates, then repeat.
You might be better off faking it. Rotate one bone, then hide that bone (ie hide its attachments), show another bone (ie show the same attachments on another bone) positioned at the tip and pointing the other direction, rotate that, repeat.
Thanks for the response. Having to key all those constraint mix changes is what I'm trying to avoid, though, so I'm looking into using IKs. Is there any way to make sure the distance between an IK target and tit constrains remains constant?
Like this, but where there distance between the two bones is constant:Rotate about either end of bone IK.spine
There is stretch and compress.
I don't think it's possible without using a lot of constraints. There are probably simpler solutions that do or approximate what you need.