here's my question, simply and straight:
How can I make a bone follow (location and rotation) another bone from the same armature? Imagine a character with hand resting over the hip, I need to move the hip bone, and make the hand follow it.
What I already tried:
- Creating an empty, vertex parenting it in the hip's mesh, and from the hand bone create a CHILD OF constrain to the empty. Not working.
- Creating two empties, vertex parented one to he hip, and one to he hand, and adding rotation and location constrains (because copy transforms constrain doesn't have OFFSET) and struggling with the local space and the offset to pose the hand. This kind of works, but it looks to me that there must be a simpler way, the struggle with the OFFSET and the local/ world/ wherever space is insane.
Any thoughts how to make it in a simple way? I'm coming from Maya, and I'm used to constrain between rig controllers all the time (controllers in Maya are nurbs curves, not shaped bones), so there is no trouble with the hierarchy as it is with Blender bones.
Please, let me know if you need additional explanation.
Thanks a lot!