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Nov 10, 2020 at 13:42 comment added Tim Brennan I used two ik constraints as shown in the following video and now its working 100% correctly. youtu.be/XbEvTEXeXLc
Nov 9, 2020 at 18:41 comment added Tim Brennan I have a feeling that a IK constraint with a pole target might be the answer, but I have yet to find a tutorial that explains it in a way that I can apply to my situation.
Nov 9, 2020 at 17:05 comment added lemon I think that's possible only under some angle limits for the main bone. If you push the angle above them, constraints will be relaxed. blend-exchange.giantcowfilms.com/b/KM6SVBP2 . May give a try to rigid body constraints, instead. Will give a look when possible but don't know that very well.
Nov 9, 2020 at 16:39 comment added Tim Brennan Thank you for sending the file. It is much more robust, but I need the two vertical bones to be slightly different lengths so there is a gradual tipping action on the horizontal bone. I am hoping to experiment with different lengths and positions of the vertical bones to see what tipping motion is possible for the horizontal bone. Does that make sense?
Nov 9, 2020 at 15:52 comment added lemon Is that what you want? blend-exchange.giantcowfilms.com/b/npkbBWoq
Nov 9, 2020 at 15:36 comment added Tim Brennan youtu.be/O5RZHS0bYnA
Nov 9, 2020 at 15:33 comment added lemon @TimBrennan, Could you add some pictures describing the cinematic you want? Something where you indicate key positions of the bones, done manually.
Nov 9, 2020 at 15:30 comment added Tim Brennan There are issues that happen with using the empties as targets. In some positions the rig jumps all over the place. I've been looking for a few hours for a tutorial that covers the fundamentals of mechanism rigging. I've found a few good advanced ones but I still don't fully understand the fundamentals well enough to achieve what I want. Any help would be most appreciated!
Nov 8, 2020 at 18:06 comment added lemon ok... that seems to confirm I've really misundertood what you wanted... but great if it works as you expect.
Nov 8, 2020 at 18:03 comment added Tim Brennan I think I might have solved it. I used a "track to" constraint like you said, then I created an empty at the head of bone.002 and parented the empty to bone.002. Then I created a track to constraint for bone.001 with the empty as the target.
Nov 8, 2020 at 17:49 comment added lemon oh... ok.. you want the head to be attached to the middle of Bone.001 (not its tail)? I've understood the opposite from the first video...
Nov 8, 2020 at 17:15 comment added Tim Brennan Thanks again. I tried that and it now is fixed which is great but the problem is that bone.002 goes straight through bone.001 and I need it to stay attached... like this youtu.be/myj_1HFFvU4
Nov 8, 2020 at 16:09 history edited lemon CC BY-SA 4.0
added 196 characters in body
Nov 8, 2020 at 16:07 comment added lemon You can use a track to constraint instead. Same principle
Nov 8, 2020 at 16:02 comment added Tim Brennan Thanks, lemon. That's very close, but I need bone.002 to be of a fixed length and not stretchy. How would I do that?
Nov 8, 2020 at 9:58 history answered lemon CC BY-SA 4.0