I can translate an object to the position of a bone with snap menu. But I would also like to give the object the same orientation as the bone. Is there a way to do this (without using a script)?

  • $\begingroup$ blender.stackexchange.com/questions/25948/… $\endgroup$ – batFINGER Feb 7 at 3:25
  • $\begingroup$ @batFINGER Thanks for the link but I don't want to copy the transform through a constraint. I want to apply rotation and translation of a bone to an object, basically modifying its matrix. $\endgroup$ – Lenny White Feb 7 at 3:29

Use constraints

How do you use constraints with Armatures?

enter image description here

In 2.8 can add a constraint, tweak the settings to suit, then hit the Disable and Keep Transform button to RHS of influence slider.

Remove constraint and it still has the transform.

As a script, in pose mode, Suzanne has default XYZ Euler rotation mode

>>> monkey = C.scene.objects['Suzanne']
>>> C.active_pose_bone

>>> M = C.object.matrix_world @ C.active_pose_bone.matrix
>>> monkey.rotation_euler = M.to_euler()
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  • $\begingroup$ Hey thanks this is a great tip. Do you know if it is possible to keep the transform from constraints in 2.79? $\endgroup$ – Lenny White Feb 7 at 4:03
  • 1
    $\begingroup$ Equivalent of Keyframe visual then remove keyframes. Or in console M = C.object.matrix_world.copy() remove constraint reset matrix world. $\endgroup$ – batFINGER Feb 7 at 4:06
  • $\begingroup$ Awesome thanks very much @batFINGER, complete forgot that you can apply visual transform! $\endgroup$ – Lenny White Feb 7 at 4:18

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