Is there any way I can configure bone constrains to copy rotational values beyond 180? The bones "pops" to -180 when I reach 180. This is for a longer chain of bones that should be able to twist more than that.

I could solve this using drivers but I find constraints to be cleaner and easier to overview. Also using drivers to copy rotation from a controlling bone to a deforming is tedious.

Side note: In my investigations, I found out that there is an interesting side effect of using rotations outside the -180 - 180 range: Dual Quaternion cannot handle it. Dual Quaternion deformation is enabled using Preserve Volume on the Armature Modifier.

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Here is a file with a minimal setup. The Controller bone should control the 3-bone chain with Y local rotation.

  • $\begingroup$ maybe your problem is that you need to switch your bone rotation from Quaternion to Euler in the N panel? $\endgroup$
    – moonboots
    Commented Aug 10, 2019 at 14:45
  • $\begingroup$ No, I have tried that, the rotation seems to be copied in quaternion no matter what is used on the pose bones. $\endgroup$
    – Jackdaw
    Commented Aug 10, 2019 at 14:47
  • $\begingroup$ In Euler mode, if you enter the value in the N panel and create keyframes, it works. Or I miss something in your explanation and please be more precise $\endgroup$
    – moonboots
    Commented Aug 10, 2019 at 14:53
  • $\begingroup$ Added a minimal setup in a blend file. $\endgroup$
    – Jackdaw
    Commented Aug 10, 2019 at 15:09
  • $\begingroup$ When I rotate the controller 300° in the N panel with 2 keyframes, it rotates bones 06 and 07 $\endgroup$
    – moonboots
    Commented Aug 10, 2019 at 15:14


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