I'm trying to model and animate the tying of a bow-tie.
I'm using an armature to deform a mesh for the bow-tie. My biggest trouble is controlling the armature carefully enough to get a good result, especially the knot itself.
This is a part of the animation:
I thought I might use some simple meshes as guides to which I could snap individual bones. But it looks like bone snapping in Pose mode adds inherited rotation. For example, trying to snap a bone to an edge doesn't put it on the edge (since the bone inherits rotation from its parent):
If I disinherit the parent rotation, I can snap right to the edge, but then re-inheriting the bone moves it away again.
Is there a better way to do any of this?