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I have a spaceship model I'm working on in blender 2.8. The model is rigged with control bones to control the animation of landing struts/wings etc. I've made the rig and the control bones do what I want it do do.

However I want the spaceship to follow a course through an environment which I have laid out with a path. Path animation works fine and the spaceship moves.

The problem I am having is that when the rigged spaceship follows the path the animations are triggering when I don't want to because the control bones are moving along with the rest of the armature - for example landing legs are controlled by moving the control bones along the X-axis, but are triggered when the entire armature moves along the X-axis following the path.

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  • $\begingroup$ Have you give the Follow Path constraint to the armature or to one of its bone? $\endgroup$
    – moonboots
    Nov 18 '21 at 12:49
  • $\begingroup$ I gave it to the entire armature, but seen a comment about a root bone which I haven't sett up which is probably the problem $\endgroup$ Nov 18 '21 at 12:52
  • $\begingroup$ yes that what I was suggesting but it's not clear how your armature is made, maybe share the armature only here: pasteall.org/blend $\endgroup$
    – moonboots
    Nov 18 '21 at 12:53
  • $\begingroup$ pasteall.org/blend/2caaeac344724ac987cdf5ebd4705015 I've shared the armature now. Though I did try parenting my control bones to a root bone but movement still triggered the animations (Version I've posted is before I did some parenting. $\endgroup$ Nov 18 '21 at 13:06
  • $\begingroup$ wow seems complicated, what are your Action constraints for? Maybe switch from Target > World Space to Local Space? $\endgroup$
    – moonboots
    Nov 18 '21 at 13:12
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I'm afraid you need to switch the Action constraints from Global to Local, otherwise, any movement of the armature will move the controller bone in the global space and it will trigger the action for the controlled bone.

To do so, switch the Target to Local Space. Range Min and Max will determine the range of the bone that will be taken into account, relative to its default position in Edit mode and in grid unit:

enter image description here

Now when I move the controller bone 3 units on its Y axis (GYY) here is what it gives:

enter image description here

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  • $\begingroup$ Thanks very much moonboots. I'll give this a try and see how I get on! $\endgroup$ Nov 18 '21 at 14:43
  • $\begingroup$ by the way, maybe you should do all that with the NLA? unless you have good reason to use a constraint but NLA seems easier to manage $\endgroup$
    – moonboots
    Nov 18 '21 at 15:21
  • $\begingroup$ "when the axis is similar"? What do you mean? As you can see in my screenshots it works fine, you need to consider the bone own axis, not the armature axis $\endgroup$
    – moonboots
    Nov 18 '21 at 16:21

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