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I have an example, where I need eyelids of the character to follow eye movement. Eyelids movement is based on blendshapes driven by X and Z axis of an eyebone. Whenever I set target bone for eyes to look at eyelids will not follow, because eye bone that is looking at (track to constraint) target does not "produce" any rotation information, despite it's obviously rotating. How do I workaround this?

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    $\begingroup$ hello, could you please show some screenshots? It would help to understand your problem $\endgroup$ – moonboots Apr 7 at 8:20
  • $\begingroup$ or provide your blend file... $\endgroup$ – Chris Apr 7 at 9:17
  • $\begingroup$ Sure. Here you have a cube pointing to an empty. Notice, that if you move an empty rotation information of a cube will not change drive.google.com/file/d/1WWi3mKiPpEFh3n5lN_RW1wM7OS2sdcKJ/… $\endgroup$ – Bogu Apr 8 at 9:32
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of course not, because you just added a "track to" contraints to your cube, which tracks to your empty. So the cube rotates in that way, that it tracks to the empty. And there is no copy rotation constraint at all...

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  • $\begingroup$ so, is there a way to retrieve rotation information from it? $\endgroup$ – Bogu Apr 8 at 11:30
  • $\begingroup$ can you provide your eyelid-blend file? $\endgroup$ – Chris Apr 8 at 11:31
  • $\begingroup$ This is not the proper file, but principle is the same. I would also like to point out, that even if you use copy rotation constraint a constrained object will not inherit rotation information aswell unfortunately. drive.google.com/file/d/1WWi3mKiPpEFh3n5lN_RW1wM7OS2sdcKJ/… $\endgroup$ – Bogu Apr 8 at 11:36
  • $\begingroup$ it will, but of course, track to and copy rotation influence each other.... $\endgroup$ – Chris Apr 8 at 11:45
  • $\begingroup$ is this what you want to achieve? youtu.be/xSHaXTstxcs $\endgroup$ – Chris Apr 8 at 11:50

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