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I want to add a driver to the rotation of a bone in pose mode, but I also want to use that rotation manually. In other words, I want the rotation to be calculated by summing the manual value and the value from the driver. Because I want to control that bone both with the data coming from the driver and manually at the same time, and as a result, I want the sum of the two to be calculated. Is something like this possible?

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  • $\begingroup$ simple answer: no. the rotation is either controlled by driver or manually...but...what you could do, is use a custom property as your "manual" rotation. And then use that custom property in your driver to add it. $\endgroup$
    – Chris
    Commented Jul 20, 2023 at 8:42
  • $\begingroup$ Thanks for your answer! @Chris I understand what you mean. What if I add 3 custom properties(x, y, z) for a rotation, can I control these custom properties by pressing the r(rotation shortcut) key? Is there a way to do this? $\endgroup$
    – gfytrbbbaa
    Commented Jul 20, 2023 at 8:47
  • $\begingroup$ @Chris, but yes, it is possible. Why not? $\endgroup$ Commented Jul 20, 2023 at 8:52
  • $\begingroup$ @MartynasŽiemys: uhm...you just answered what i commented....so what is the problem? and no, also with "our" solution, you cannot manually change the rotation by "normally" changing rotation with mouse or values - that's all i said. $\endgroup$
    – Chris
    Commented Jul 20, 2023 at 8:59
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    $\begingroup$ @Chris. I am sorry, lack of sleep maybe. "no" is where I stopped reading. :D $\endgroup$ Commented Jul 20, 2023 at 9:26

2 Answers 2

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Just add a custom property to the driver and then you can adjust it:

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Or you could add rotation of another object like an empty. The empty could even have parent constraint for location so it would move with the controlled object:

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  • $\begingroup$ Thanks for your answer! What if I add 3 custom properties(x, y, z) for a rotation, can I control these custom properties by pressing the r(rotation shortcut) key? Is there a way to do this? $\endgroup$
    – gfytrbbbaa
    Commented Jul 20, 2023 at 8:56
  • $\begingroup$ You could add another object at the origin of the controlled one and add its rotation. $\endgroup$ Commented Jul 20, 2023 at 9:29
  • $\begingroup$ Martynas Žiemys I think you mean to create a fake bone for each bone I will use driver, rotate that fake bone manually and load its transform into the driver? I will try this. Thanks $\endgroup$
    – gfytrbbbaa
    Commented Jul 20, 2023 at 9:37
  • $\begingroup$ I'll update the answer. Doesn't have to be a bone, can be anything. $\endgroup$ Commented Jul 20, 2023 at 9:40
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Not sure if this is exactly what you need, but there is a "Delta Rotation" section in the Object Properties. You could Copy as New Driver this value and paste the Driver into the general Z Rotation and change the Driver Type to Scripted Expression.

From there, you can add more input variables to calculate to rotational sum. In this example, the Delta-Z-Rotation is added to the current frame count (divided by 100 for slower rotation):

enter image description here

The result is a steady rotation that can be manually accellerated or decelerated (even so much that it changes the spin direction). Obviously, these manual modifications can be keyframed or even driven.

But there's a downside: The Delta Transform can (afaik) not be accessed by the R shortcut.

Here's the file; press play and drag the Delta Transform > Rotation Z slider:

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  • $\begingroup$ Thanks! I guess 'delta transform' was something that could fix the problem, but delta transform is only available for objects, there is no delta transform for 'pose bones'. If it was available, I could add a driver to the delta transform and use the original transform manually and the problem would be solved. $\endgroup$
    – gfytrbbbaa
    Commented Jul 20, 2023 at 9:34
  • $\begingroup$ Oh, I see! Have to admit that I didn't check that. It's a pity that bones have no delta transform. I hope you can do it with the solution Martynas Žiemys provided. $\endgroup$
    – LaserLars
    Commented Jul 20, 2023 at 10:25

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