Fantasmic! The new constraints interface is going to take some getting used to, but seems so strong. I know there are things I have done to try to replicate this exact functionality (ie trying to convert rotation to scale or translate etc) for complex (non game) rigs, but it never quite worked. Often having to nest constraints and bone constructs and IKS to get close. Which sucks when you have to also order the constraints as well!
Translating X Y etc directly into rotation or scale with clamps and multipliers is HUGELY useful for subtle rigging controllers.
I'll have to relearn what how the local/additive checks work, and offset has now been folded into the grid for the non 'Translate' properties.
I am assuming the left columns are input min and input max, and map to the right columns output min and output max, and the percentage in the middle is just the rate that gets the sides to match? I notice that changing the percentage manually gives unexpected changes so it seems to be more of an 'averaged result' than an actual lever to fiddle with.
inputMin (1st left column) --- maps to ---> outputMin (1st right column)
inputMax (2nd left column) --- maps to ---> outputMax (2nd right column)
Clamp is for the bones you want to change to not go beyond their min or max outputs?
Still trying to wrap my head around local on each side and additive! I think additive is more intuitive than relative though!
Awesome stuff.