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SebO
11-24-2009, 08:21 AM
Hi there,

i want to constraint the rotation of several rollbones on a rig, but the rotation constraint seems to only work in global.
I need to set the rotation constraints in local. How do I do that.
I know i can use the relations constraint to do that, but then I cant use the snap funktion. When I activate it, the mesh is twisting out of shape.

What to do???

Im using MB 2010.

bclark
11-24-2009, 01:33 PM
when you drag in your objects to relation, right click on them and you will be able to set the values to be local.

SebO
11-25-2009, 07:39 AM
yeah, that worked. thanks. Now i got another problem of course :-)

I have the rollbones working in X axis by adding a null on the wrist to keep the offset. Used a vector to number node, connected the X number to a rotation scale node and then to the twistbone.
But now I'm having trouble having the first rollbone (the one by the elbow) follow in the Z and Y axis. Even though i connect it from the vector to number to a number to vector and then to the bone it doesnt do anything. I also tryed to make another relation constraint, but it overwrites the rotation in the X axis.
Any ideas?

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11-25-2009, 07:39 AM
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