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How can I get the global rotation of a bone from the Blender editor? I want to constrain a bone to have only that rotation, regardless of its parent. I want it in pose mode.

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  • $\begingroup$ Pose mode is what i meant $\endgroup$ Jan 24, 2016 at 3:36
  • $\begingroup$ I want to make it so if my arm draws back, my wrist is facing the same direction so im still holding my gun. $\endgroup$ Jan 24, 2016 at 3:38
  • $\begingroup$ Yes but what bone needs it? and what do i target it to? the arm bone? I tried that :( $\endgroup$ Jan 24, 2016 at 3:40
  • $\begingroup$ Ok ill await that answer $\endgroup$ Jan 24, 2016 at 3:58

2 Answers 2

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enter image description here

  1. Create an IK bone directly at the root of your hand.
  2. Constraint lower arm to the IK bone.
  3. Make sure inhert rotation for the IK bone is turned on.

enter image description here

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  • $\begingroup$ I already have a ik on the hand root. It didnt work. I think you misunderstood, if my arm bends down, I want my hand to remain upright. $\endgroup$ Jan 24, 2016 at 4:00
  • $\begingroup$ Cant i just get the world rotation? $\endgroup$ Jan 24, 2016 at 4:10
  • $\begingroup$ The concept is the same , have you tried rigging the eyeball? So no matter how your character moves they can stay on a target? Treat your hands like eyeball and you probably achieve what you are looking for. $\endgroup$
    – hawkenfox
    Jan 24, 2016 at 4:23
  • $\begingroup$ I dont have eyeballs. Just arms. How about bone drivers? $\endgroup$ Jan 24, 2016 at 4:24
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I have done some testing on my own and here is the blend file. You can download it to test if that is what you are looking for. The rig is done on the left hand.

Basically, I have created an IK target for the hand so that it always points at the target you tell it to regardless how you move the arm. It works like the way you would constraint the eyes to a target.

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