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Animation Copy Rotation Problem Blender Stack Exchange

Animation Copy Rotation Problem Blender Stack Exchange
Animation Copy Rotation Problem Blender Stack Exchange

Animation Copy Rotation Problem Blender Stack Exchange This is the way copy rot modifier works. drivers are absolutely the solution: you can create a master bone, hover over its y euler rot channel, right click "copy as new driver". I solved this problem by making sure both cover.r and cover.l had mix: offset (legacy) in the copy rotation constraint property. then, i moved limit rotation to the top of the stack (above copy rotation) for both.

Animation Copy Rotation Problem Blender Stack Exchange
Animation Copy Rotation Problem Blender Stack Exchange

Animation Copy Rotation Problem Blender Stack Exchange The problem is that the last bone should remain in the "ground" and the other bones shouldn't go in the z axis more than what they are to be physically correct. Copy hand bone. make the copy a little larger or a little smaller than the original hand bone, so it'll be easy to select. parent it only to the root bone and make it an ik target. that's the easiest way to avoid copy rotation problems and have clean, easy to work with rig. I'm currently trying to animate the rain model (v2) and am having some trouble with it. i have tried copying and flip pasting one of my poses however doing so effects the originally copied pose. and when trying to animate that original pose back to its normal shape, it affects both the pasted keyframe and another keyframe in between. There are actually three different problems interacting here. you’re combining an ik and a copy rotation on the same bone. regardless of constraint order, your copy rotation will always be evaluated before the ik, and the ik will override that rotation if it feels it necessary.

Animation Copy Rotation Problem Blender Stack Exchange
Animation Copy Rotation Problem Blender Stack Exchange

Animation Copy Rotation Problem Blender Stack Exchange I'm currently trying to animate the rain model (v2) and am having some trouble with it. i have tried copying and flip pasting one of my poses however doing so effects the originally copied pose. and when trying to animate that original pose back to its normal shape, it affects both the pasted keyframe and another keyframe in between. There are actually three different problems interacting here. you’re combining an ik and a copy rotation on the same bone. regardless of constraint order, your copy rotation will always be evaluated before the ik, and the ik will override that rotation if it feels it necessary. You probably know this, but if you apply size and rotation (ctrl a) on your mesh the problem goes away. this also fixes the distortion of vertex normals on scaled meshes, which screws up textures and particle vectors among other things. The last primary bone has an "inverse kinematics" constraint without a target, so i can freely move the last primary bone and it would affect the whole chain, so i don't have to rotate each bone individually if i want to correct something. I am trying to rig a first person set of arms, but the bones in the forearm are acting strange. i made three bones parented to the large forearm bone, they have copy rotation constraints linked to the hand ik bone so that they will only copy its y rotation. The mesh and the rotation axis of the bones are missaligned. from my understanding setting the copy rotation to local and rolling the bone in edit mode should fix this but it doesn’t.

Animation Copy Rotation Problem Blender Stack Exchange
Animation Copy Rotation Problem Blender Stack Exchange

Animation Copy Rotation Problem Blender Stack Exchange You probably know this, but if you apply size and rotation (ctrl a) on your mesh the problem goes away. this also fixes the distortion of vertex normals on scaled meshes, which screws up textures and particle vectors among other things. The last primary bone has an "inverse kinematics" constraint without a target, so i can freely move the last primary bone and it would affect the whole chain, so i don't have to rotate each bone individually if i want to correct something. I am trying to rig a first person set of arms, but the bones in the forearm are acting strange. i made three bones parented to the large forearm bone, they have copy rotation constraints linked to the hand ik bone so that they will only copy its y rotation. The mesh and the rotation axis of the bones are missaligned. from my understanding setting the copy rotation to local and rolling the bone in edit mode should fix this but it doesn’t.

Transforms Rotation Problem Blender Stack Exchange
Transforms Rotation Problem Blender Stack Exchange

Transforms Rotation Problem Blender Stack Exchange I am trying to rig a first person set of arms, but the bones in the forearm are acting strange. i made three bones parented to the large forearm bone, they have copy rotation constraints linked to the hand ik bone so that they will only copy its y rotation. The mesh and the rotation axis of the bones are missaligned. from my understanding setting the copy rotation to local and rolling the bone in edit mode should fix this but it doesn’t.

Animation Blender Copy Rotation Constraints Bugging Out Blender
Animation Blender Copy Rotation Constraints Bugging Out Blender

Animation Blender Copy Rotation Constraints Bugging Out Blender

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