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Nathan
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Is there a way to find the Z Euler rotation value of the empty after it has been rotated through the constraint?

Yes.

There are two different ways to get an object's transform into a driver:

enter image description here

One way gets the raw f-curve data, by driving from a "single property", set to the appropriate path. This gets the number that you see in your transform fields when selecting the object. It takes into account f-curves, f-curve modifiers, and drivers. It does not take constraints into account. It is always in the local space of the target.

The second way is to drive from a "transform channel" in the driver. This is the value after any constraints have been applied. It is also remapped from what you might expect your raw values to be: rotations will be remapped to the -180, 180 range and Euler angles will be anti-aliased into whatever method Blender uses (like a 180,0,180 XYZ is going to be read as a 0,180,0 Euler.)

Both methods are useful. For people making rotating gear ratios, they need raw values. For you, you need the values after constraints, so use the second kind.

Is there a way to find the Z Euler rotation value of the empty after it has been rotated through the constraint?

Yes.

There are two different ways to get an object's transform into a driver:

enter image description here

One way gets the raw f-curve data, by driving from a "single property", set to the appropriate path. This gets the number that you see in your transform fields when selecting the object. It takes into account f-curves, f-curve modifiers, and drivers. It does not take constraints into account.

The second way is to drive from a "transform channel" in the driver. This is the value after any constraints have been applied. It is also remapped from what you might expect your raw values to be: rotations will be remapped to the -180, 180 range and Euler angles will be anti-aliased into whatever method Blender uses (like a 180,0,180 XYZ is going to be read as a 0,180,0 Euler.)

Both methods are useful. For people making rotating gear ratios, they need raw values. For you, you need the values after constraints, so use the second kind.

Is there a way to find the Z Euler rotation value of the empty after it has been rotated through the constraint?

Yes.

There are two different ways to get an object's transform into a driver:

enter image description here

One way gets the raw f-curve data, by driving from a "single property", set to the appropriate path. This gets the number that you see in your transform fields when selecting the object. It takes into account f-curves, f-curve modifiers, and drivers. It does not take constraints into account. It is always in the local space of the target.

The second way is to drive from a "transform channel" in the driver. This is the value after any constraints have been applied. It is also remapped from what you might expect your raw values to be: rotations will be remapped to the -180, 180 range and Euler angles will be anti-aliased into whatever method Blender uses (like a 180,0,180 XYZ is going to be read as a 0,180,0 Euler.)

Both methods are useful. For people making rotating gear ratios, they need raw values. For you, you need the values after constraints, so use the second kind.

Source Link
Nathan
  • 25.2k
  • 1
  • 24
  • 72

Is there a way to find the Z Euler rotation value of the empty after it has been rotated through the constraint?

Yes.

There are two different ways to get an object's transform into a driver:

enter image description here

One way gets the raw f-curve data, by driving from a "single property", set to the appropriate path. This gets the number that you see in your transform fields when selecting the object. It takes into account f-curves, f-curve modifiers, and drivers. It does not take constraints into account.

The second way is to drive from a "transform channel" in the driver. This is the value after any constraints have been applied. It is also remapped from what you might expect your raw values to be: rotations will be remapped to the -180, 180 range and Euler angles will be anti-aliased into whatever method Blender uses (like a 180,0,180 XYZ is going to be read as a 0,180,0 Euler.)

Both methods are useful. For people making rotating gear ratios, they need raw values. For you, you need the values after constraints, so use the second kind.