I think I know what you're talking about (cause I'm a huge fan of these kind of oldschool 3d-imitating games :)). You may use a Damped Track constraint.
Select the plane, go to Constraints header, select a Damped Track constraint and set the Camera as a Target. Then select an axis you want a plane to lie on.
If you move the plane in any direction it'll ...
With the objects selected, add the desired constraint to the active object.
From the 3D View header menu choose Object > Constraints > Copy Constraints to Selected Objects.
All the objects will now have the same constraint.
This method doesn't require an add-on to work.
You can make the ball roll with a Driver, first - this is what you should already have setuped, make sure the ball's Follow Path constraint option Follow Curve is set:
Add single driver to the X axis rotation field (RMB on field > Add Single Driver R)
Setup the driver like this (scripted type, no variables), also make sure Auto Run Python Scripts in ...
The basic key to getting the head to react to the motion of the body is using the Slow Parent function. Similar results can be achieved with soft body or cloth sim, however, this method has the advantage of no simulation baking.
The slow parent function is then used the drive the rotation of the head around the center of the body, so that acceleration ...
This problem is caused by the moment and rotation restraints on the top gear. To fix this, I recommend removing them:
Now, if you run the simulation,
The top gear is responding to the collision with the bottom gear. This is progress. (smile! - it almost works)
We just need to get the gear to ignore translation, but still respond to rotation. This can be ...
First you will need a target bone for the Ik - for example a copy of the foot bone. Make sure this bone is not parented to anything (except when you have a root/master bone - then parent it to root/master)
Now in pose mode add an IK constraint to the shin bone and setup it like in the picture. You can do this fast by selecting the target_bone first (copy of ...
Set Parent To -> Follow Path
This effect can be achieved with the following method:
Add a curve for your path: SHIFTA -> Curve -> select a curve
Edit your curve to be your desired camera path
Make sure you have the green frame cursor set to the frame on the Timeline you want to begin having the camera follow the path
Select the curve and in Edit mode, ...
This is exactly what the Locked Track constraint is for.
First you need to set up your camera objects. Parent the lens to the mount. Then the mount to the base. This hierarchy will enable you to get the motion you are looking for in all the pieces.
Add a Locked Track constraint to the lens object. Notice the axis the lens is pointing on (you may want to ...
You could use Object > Animation > Bake action
(Or if you are in Pose mode, Pose > Animation > Bake action)
Bake action was added to the menu in Blender 2.62
(though it was previously available with Space> Search)
Unfortunately, there does not seem to be any documentation for this feature yet.
I've found a method to do it. It's not perfect but it works :). It uses a Particle Instance Modifier.
Add a Cube (place its origin point in the same place as emitter's origin point). Scale it along the Z axis, then Subdivide, so it has the same number of loop cuts as the number of segments of your hair particles. Go to Object Mode and apply its ...
Positioning the camera to the starting point of the curve isn't necessary.
The camera's location defines an offset from it's constrained location. So to remove this offset, reset the camera's location to 0,0,0 by selecting the camera and pressing ⎇ AltG.
As an example of how this works, the camera is positioned at the start of the curve (2 BU above ...
Blender has a built in way to copy bone constrains, but it only copies from one bone.
In pose mode, select the bone you want to copy the constraint to, then select the bone with the constraint (that way it is the active bone).
Then press Space to bring up the search box and type in "copy c", select "Copy Constraints to Selected Bones".
What is Inverse Kinematics?
There are two main ways to pose a chain of bones:
"Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need to rotate each bone individually.
Inverse Kinematics (IK) is another way, where the movement of the chain is determined by a "target" bone (and optionally a "...
The simplest way to simulate rope or string is using a Soft Body simulation on a row of vertices and add thickness with Skin and Subdivision Surface modifiers. You can use the Soft Body Goal to pin one end to the spindle - similar to your example.
Looking at your Blend file it appears that there is a problem with your parenting of the 'hook' point - it ...
1.0 is the maximum influence for any given constraint, so setting it beyond 1.0 is impossible.
Using the Transformation constraint, you could easily map any kind of simple transformation from one object to the other. In the following example, the object being constrained will rotate twice the amount of Cube_target's rotation in the Y axis.
This can be done fairly quickly; what you need to do is and an empty to the location of the child, and then make the child copy the location of the empty, using a constraint — now you can safely parent both objects and the child won't move.
You can do this by:
While in Edit mode, and with the child selected, pressing Shift + S > Cursor to selected
When you have an bone set to use an IK constraint, every bone in that chain enables the Inverse Kinematics tab, found in the bone properties (almost down the bottom)
Here you can set limits on the XYZ axis of each bone. the X and Z axis limits show up in the display as a red and blue circle. Y doesnt show up as Y is rotation along the axis of the bone.
I got it to work using a second mesh and the shrink wrap modifier (not the constraint).
First thing you need to do is add a single triangle mesh object.
Then place your cone object so it is sitting on top of the triangle.
Select the cone object, then shift select the triangle. Now tab into edit mode.
In edit mode select all three vertices and press ...
Not sure if this helps or not but here is what I could come up with using only constraints to simulate an umbrella like opening mechanism.
If you actually need an armature (for exporting purposes, linking, or otherwise) you could probably construct a similar setup with bone constraints on an armature object.
Make a three rod system with a $Post$ (blue), ...
Maybe you can alternatively do it with drivers instead.
Rather than add constrains use a driver on the rotation properties of the hour hand by right clicking them and choosing Add Driver > Manually Create Later
Then proceed to the Graph Editor, change to Drivers from the header, and choose the desired channel (Z in this case).
From there open the ...
A child always lives in the local space of its parent. You can easily check that by noting the current coordinates of a child that show up in the properties panel ("N"), moving the parent, and then comparing the new coordinates of the child with the first set. They shouldn't have changed, i.e. they can't be global).
At the time of parenting, the child ...
After some further research, I found that Joshua Leung added this text to source/blender/makesrna/intern/rna_constraint.c when he committed the new Damped track constraint, indicating that Track to has been superseded by Locked track and Damped track.
Of course I don't think anyone's about to deprecate Track to.
The key is to have the hook modifiers before the soft-body on the curve, so the soft-body will take the hook-deformed curve as an input:
I also subdivided the curve to add it more control points that can be hooked (but subdivision affects the soft-body sim). Without the subdivison you could control only the end-point. The hook-Empties are parented to the ...
One way to do this is with an empty following the orbit. This way you can parent an object to the empty and rotate it independently:
Add an empty and make it follow a path (e.g. with the Follow Path constraint). Clicking Animate Patch will automatically add an fcurve modifier which endlessly moves the empty along the path:
To control the orbit speed, set ...