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I have made and rigged (using constraints) these folding panels for my model based on this tutorial https://www.youtube.com/watch?v=4SGBf__4kDY enter image description here

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But since the Target and Origin are World Space, the Panels become wonky when I change the rotation of the model enter image description here

So I changed the Target and Origin to Local Space on a single panel for testing enter image description here

But when I try to fold it, the panel I set to local space refuses to fold enter image description here

Is there a way for the panels to fold like in the world space example without becoming wonky when I turn them

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  • $\begingroup$ you can try this tutorial here (it is a step by step tutorial, it's rigged and so rotation won't be a problem): youtu.be/07e1NUjYY_8 $\endgroup$
    – Chris
    Jul 25, 2022 at 12:39

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Use an outer source of transform

First of all made a root which will be used to rotate the construction: first item is parented to cube, you can replace it by empty.

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Then add empty to control the rotation. Add copy rotation to the first joint and set up like this. Target is empty, in world space, Owner - local space.

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Second joint: Note, that second copy rotation is used, with mix "add". Z inverted.

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3rd joint the same but without inversion:

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Repeat 2 and 3 for other joints

Second variant - use drivers:

Click on z value of rotation from context menu and select "copy as new driver":

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Then select second joint and on z value of rotation from context menu select "Paste driver", field will be purple:

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Then from context menu select edit driver, type is scripted expression, Expression set as rotation_euler * -2:

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Same for the 3rd, but remove minus from expression rotation_euler * 2

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Repeat 2 and 3 for other joints

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