Peace455
11 November 2002, 06:03 AM
I have a character i am rigging and I have a bone going from the bottom of his head to the top of his head, and I locator snapped into that joint, and an orient constraint on the locator to the Joint, so I can rotate the Locator to rotate the head.
It all worked lovely, until . . . I parented the Locator to the Same Bone that has the orient constrain on it, so that the locator will move with the model, and it parents but when I rotate the lcoator to rotate the head, it rotates the head but at an alarming and almost completely uncontrollable speed, It was quiet funny to see my models head spinning soo quickly as if he was possesed (gues thats my dark humor commin out).
Is there a way to remedy this so that the locator can mvoe with the model, or should I just parent this to actual model instead of the skeleton? Maybe I just answered my own question. Or an expression that would make the trranslation of that bone equal to the locator?
has anyone else run into this problem? and does this same problem occur with any object constrait to it, then is parented?
thanks
Peace455:buttrock:
It all worked lovely, until . . . I parented the Locator to the Same Bone that has the orient constrain on it, so that the locator will move with the model, and it parents but when I rotate the lcoator to rotate the head, it rotates the head but at an alarming and almost completely uncontrollable speed, It was quiet funny to see my models head spinning soo quickly as if he was possesed (gues thats my dark humor commin out).
Is there a way to remedy this so that the locator can mvoe with the model, or should I just parent this to actual model instead of the skeleton? Maybe I just answered my own question. Or an expression that would make the trranslation of that bone equal to the locator?
has anyone else run into this problem? and does this same problem occur with any object constrait to it, then is parented?
thanks
Peace455:buttrock: