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I've been trying to make this fidget toy and am having difficulty rigging. Would anybody know a way to rig this. Its a closed loop like a chain. and the pieces connect with a little peg so these can only rotate on a 360 swivel. Ideally id like to be able to pose the toy with freedom like using it if possible. cant get my head around how to go about this. I had been adding two bones per segment at a right angle to one another. Or would i be better doing this using physics simulations? C

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  • $\begingroup$ I am not sure with this but what about curve, place those pieces on specific offset with constraint and rotate each of them around that curve? $\endgroup$
    – MikoCG
    Aug 27 at 9:28
  • $\begingroup$ not easy as each segment is supposed to have 2 axis I guess... $\endgroup$
    – moonboots
    Aug 27 at 10:06
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Here is a simple setup, what I have made using IK:

enter image description here

Every bone is corresponding to one segment and one rotation:

enter image description here

Last bone is IK target

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Last important thing is blocking all axis except Y in IK settings for every bone in chain:

enter image description here

Note, Rotation in IK constraint useful to detect last segment

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  • $\begingroup$ Thank you Crantisz. This is the type of thing I'm after but making it so the segments connect so its one continuous loop im having difficulty with and would it also be possible to have interactive points of control on each segment or possible once is connects/closed when you rotate a segment it affects the overall shape like the real model would. Thank you for your help $\endgroup$
    – wrightymon
    Aug 27 at 10:15
  • $\begingroup$ It is not possible to make a loop in parents, so you can make, for example, 4 chains like this and add 4 independent bones, each one to target one chain and beginning for another one. $\endgroup$
    – Crantisz
    Aug 27 at 10:23
  • $\begingroup$ What you can do with hooks on bones so they stick to an empty, then if its the last (or the first) doenst matter, and thus you can make loops. or use bone constraints for it. $\endgroup$
    – Peter
    Aug 27 at 12:29
  • $\begingroup$ Thank you guys, for your reply, Crantisz, sorry i got the IK section part working fine but struggling to get the targets to work, do i create a seperate bone from the IK Target, disconnect it, and setup the beginning of the next chain to reference IK to it? cant seem to get it working. or do you just different constraint like stretch to? Thanks Peter. Sorry i'm not very familiar with the hooks modifier to do the distortion on orientation. sounds like a good option. but I'm not sure how to go about it, cant seem to find much on the net on something similar. $\endgroup$
    – wrightymon
    Aug 27 at 13:54
  • $\begingroup$ IK target should be un-parented from other bones (Alt+P) $\endgroup$
    – Crantisz
    Aug 27 at 13:56

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