Daemoc
0
Is there any way to drive a joint chain smoothly along its rotational axis?
Let's say I have a seven bone joint chain, all in a straight line and all at zero rotation. How can I create a twisting motion down the length of the chain? I can bend a chain using a spline IK, but I can not twist along the chain axis. I would have thought you could use a orientation constraint hooked to every bone in the chain. But rather than twisting each bone the same amount, it goes bat crap crazy and turns into a knot instantly.
Another issue I have been having is using the orientation constraints and reverse rotations. I have a joint and constraint target object both with the same axis orientation, both zeroed. When I rotate the target object, the joint rotates in the opposite direction. If the axis orientation where not the same I would understand, but they are the same. Any ideas?
Let's say I have a seven bone joint chain, all in a straight line and all at zero rotation. How can I create a twisting motion down the length of the chain? I can bend a chain using a spline IK, but I can not twist along the chain axis. I would have thought you could use a orientation constraint hooked to every bone in the chain. But rather than twisting each bone the same amount, it goes bat crap crazy and turns into a knot instantly.
Another issue I have been having is using the orientation constraints and reverse rotations. I have a joint and constraint target object both with the same axis orientation, both zeroed. When I rotate the target object, the joint rotates in the opposite direction. If the axis orientation where not the same I would understand, but they are the same. Any ideas?