Timeline for How to Rig Multiple Rotational Axis' for One Object?
Current License: CC BY-SA 4.0
13 events
when toggle format | what | by | license | comment | |
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Mar 21, 2022 at 13:12 | answer | added | moonboots | timeline score: 0 | |
Jan 9, 2022 at 1:07 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 5, 2021 at 4:39 | answer | added | Marty Fouts | timeline score: 2 | |
Nov 22, 2020 at 14:28 | comment | added | batFINGER | Somewhat related blender.stackexchange.com/questions/184016/… | |
Nov 21, 2020 at 19:14 | history | edited | Martynas Žiemys | CC BY-SA 4.0 |
added 4 characters in body; edited title
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Nov 21, 2020 at 18:45 | comment | added | moonboots | As you say there's a problem for objects or bones to be both children and parents, I think there was a similar question sometimes ago that found an answer but I can't put my hand on it, I hope someone will answer. The first 2 images you show are easy to reproduce but if you begin to add several rotations it begins to be tricky and if you can't find a way I wonder if the best is not to just create keyframes of position A to B to C etc... | |
Nov 21, 2020 at 17:11 | comment | added | user111318 | The active pivot point changing has been working in some animation test so far, does it not work when rendering? I may be missing an approach, but I found parenting/children to be a dead end because I want each wheel to be able to move the deck and the other wheel around it's center...can't figure how to do this when only a single parent is permitted. The deck also needs to be free to tilt laterally independently of the wheels, like an actual skateboard. I'm interesting in learning the method to make it a functional rig though. | |
Nov 21, 2020 at 16:59 | history | edited | user111318 | CC BY-SA 4.0 |
added 87 characters in body
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Nov 21, 2020 at 8:48 | comment | added | moonboots | no, the Transform Pivot Point can't be used for animation, it can only be used to rotate object when you work on your 3D scene, when you animate it will take the origin of your object into account, you could use parents to change the object rotation center but I guess it depends on the situation, maybe show a precise animation you're trying to achieve | |
Nov 21, 2020 at 2:14 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
deleted 6 characters in body
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Nov 21, 2020 at 0:00 | comment | added | user111318 | I've made a bit of advancement learning of the pivot point drop down box. With that I should be able to parent all objects to an empty, then use 'active pivot point' to rotate around different axis'. This may enable me to animate a short segment, but it doesn't feel like proper rigging. If anyone has direction to learn how to do this with rigging or modifiers that would still be appreciated. | |
Nov 20, 2020 at 21:58 | review | First posts | |||
Nov 21, 2020 at 2:14 | |||||
Nov 20, 2020 at 21:47 | history | asked | user111318 | CC BY-SA 4.0 |