Question about FK/constraining spine/arm

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  07 July 2014
Question about FK/constraining spine/arm


Just wondering, it seems like the only method I see to solve different constrained objects snapping back and forth is to place a group on top of your object, and constrain that group and the object separately.

So for a joint chain , is it then a good idea to just have a group live between each joint, then have controllers constrain the group instead of directly constraining the joint? Or are there reasons of when you would, or would not want to constrain the joint directly?

Personally the only issue I had with groups living between joints is they inherit the transforms of the joint, so sometimes some scripting issues arise if I am trying to operate on the joint, but forgot I need to fetch data from the group above it instead. Or in cases where you have two groups living between two joints it might feel a bit complicated too..

Any feedback would be appreciated, thank you!
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