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Locked Track Constraint Locked Track Constraint Setup Suzanne akin to a compass needle via the locked track constraint. Suzanne faces the camera (To -Y) and can only rotate on the Z axis (Lock)


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Shrinkwrap constraint is pretty good for this, to control how far your object is from the ground you can simply lift it in edit mode to move it's origin downward.


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Then you launch script from AN, bpy.context doesn't include active_object anymore. So, I suggest creating context object from scratch, just 2 elements are necessary: context_py = { "constraint" : const, "active_object" : rig } This code works for me (but constantly resetting Inverse makes weird result): import bpy if Inverse: rig = bpy....


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This is an alternative, if you're looking for a fixed hinge on the umbrella spokes, using drivers. Working Y up, X across. 4 Empties. A circular handle at the bottom, 'A' the slider, 'B' the hinge, 'C' the stop. ABC must be isosceles: B's Y must be halfway between A's and C's By Pythagoras, B's X must be the square root of (CB squared - (AC / 2 ) squared). ...


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Updated based on the comment: The option you look for is the "Orbit left" using the Numpad 4 and "Orbit Right" using Numpad 6 respectively. At least in my logic that is the only way to rotate the viewport(as in the title of the question) and is not leaving the xy-plane. Not sure how "Roll and Orbit is different here as the result seems to be the same. The ...


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You can get there in three steps: Select inner faces of the joint Co Mesh > Snap > Cursor to selected (3D cursor is the center for new objects) Add a cylinder with six sides - it will be precisely in the middle


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Maybe taking a step back.. if so, apologies.. Enable the shipped Add-on 'Add Mesh: Geodesic Domes', create desired dome. On a copy of the dome, X > Delete Only Faces (The instancer can be set not to render, anyway) In its Instancing panel, set to Verts, and Align to Vertex Normal Parent your cylinder to the dome. The cylinder's mesh will need to be aligned ...


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Without operators Here is an example of doing this without operators. Have the constrained object as active Create a copy, strip the follow path constraints from it. Create all the copies needed from the copy Loop thru the copies, calculate the frame, set and keyframe offset based on frame change to that frame give the copy the same matrix world as ...


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Update for 2.8 + import bpy for obj in bpy.context.selected_objects: # Loop over all selected objects empty = bpy.data.objects.new(obj.name + "_Empty", None) # Create new empty object obj.users_collection[0].objects.link(empty) # Link empty to the current object's collection empty.empty_display_type = 'PLAIN_AXES' empty.parent = obj


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Disclaimer: This solution is not quite geometrically perfect, it doesn't take into account the disk radius and angle when adjusting the height to the target, so the disk doesn't necessarily touch the target at close ranges, but otherwise it seems to work, and ended up being relatively simple. Just setup a single armature with two bones, so that the middle ...


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If you just want to fracture rigid bodies as they fall, then you can manually set up the vertex-groups, and modifiers to simulate this. Here's how to do it on a simple cube: Step 1: Subdivide! If you want a good explosion simulation, then you must subdivide. About 25 subdivisions in edit mode works well. You may also want to add a subsurface mod later, if ...


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@batFINGER gave me the right idea which is to reference drivers. They don't have the related math issues as they're mathematical equations. Basically Right Click -> Context -> Add Driver. I didn't need to reference another property as I'm happy to use frames as my baseline for this animation so I could set the rotation to frame / 360 / 30 / 60 / -1 ...


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You don't tell enough but if you just need a basic animation you can do it this way: Create a 3 bone armature. Top horizontal bone is parented to right bone. Switch to Pose mode, select the left and right bones, open the N panel (on the right of your 3D View) and in Transform > Rotation, choose the XYZ Euler mode instead of Quaternion. Create a first pose ...


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One way to do this is with constraints. Namely the damped track and limit rotation constraints. Here is how to do it: First select your object and add a constraint, choose damped tracked from the drop down. In many cases, the axis will be -Z and in this case, our target will be the camera object. Next, add a limit rotation, and tick both axes you wish to ...


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If I understand correctly, you want your star to behave as a "billboard". There are lots of tutorials out there, one for example here: https://www.blendernation.com/2019/04/27/how-to-properly-billboard-sprites-particles-in-blender/ This tutorial shows essentially the method also described by @batFINGER, using the "locked track"-constraint....


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Method IK bones Create an armature and create a bone for each object in the rig and put it in the right location. One bone for the Cylinder, one for the Piston, one for the Cylinder Arm (arm connected to the Cylinder), and one for the Piston Arm (arm connected to the Piston). Select the armature and go into Edit mode, and go to Properties > Bone ...


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Select a bone in an IK armature in Pose Mode. Then click the Bone Properties tab in the Properties window and scroll down to Inverse Kinematics. There you can lock rotation around certain axes or check a box per axis to limit the rotation around this axis, and enter the desired degree values. There are also fields related to Stretch and Stiffness which can ...


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You could use a method similar to the one shown here, mounting the plates on a moving array of supports on the curve, to avoid deformation. But since you would want some variety in the plates, you could use a Particle System emitted by the support-array, with settings as illustrated, rather than face-instancing: EDIT: Thanks, @MrQuery, for pointing out a ...


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Disable and Keep Transform Hit the X to the right of influence slider. It "applies" the constraint and sets influence to 0 Script Equivalent, copy the transform, ie the world matrix, set the constraint influence to zero (disable) and reset the matrix world. import bpy ob = bpy.context.object constraint = ob.constraints.get("Copy Location") if constraint:...


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This is happening because that's how the Transformation constraint works w/r/t to rotation. From the Blender Manual: When using the rotation transform properties of the target as input, whatever the real values are, the constraint will always “take them back” into the (-180 to 180) range. E.g. if the target has a rotation of 420 degrees around its X axis, ...


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I found solution. Locked Tracking to Empty moved along object Y angle.


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You can bake the motion to an empty and then edit the keyframes. Add an empty. Parent the empty to the vehicle and the camera to the empty. Go to Object > Animation > Bake and simply check all the boxes, then press bake. Now that the motion has been transfered onto the empty, open the graph editor and select the empty. You can edit the keyframes by ...


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Maybe there's another solution but here is a trick that may satisfy you: Create your curve, give it the right direction, put its origin at the beginning. Create an object (here a sphere), in Edit mode select all the vertices and assign them a vertex group, in Object mode put the object at the exact same beginning point as the curve, give it a Curve ...


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Just tried this and you can rotate the camera using 'Damped Track' instead of 'Track To'.


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You have to set the transform orientations to "view", then press G Z, move the mouse and confirm with left click. If your view is orthographic you will not see any apparent movement but you can read the distance you're moving in the top left corner of the 3D window.


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This issue have been solved by cleaning the parent of the target bone, wich was the stretching bone itself. This chain of parenting is not the correct usage of armature bones and constraints.


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This is not a perfect solution, but it meets my needs for this project. Created an Empty Applied an Inverse Kinematics bone constraint to the hand bones of each character. Set the empty as the target in the bone constraint and the chain length to 3. This snaps the hands of each character to a single location. The chain length ensures that only the arms of ...


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This is not employing Visual keys but these examples do allow you to switch freely between constraints, animation and physics. Something akin to this - Rigidbody - Change Dynamic simulation to animatic - Go to the link at bottom and at the bottom of that answer again there is a demo, switching from animated and physics and back again, along with a path ...


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Here I explain how to use Child Of constraint to make your character pick and hold his hat. Also, give your hat Physics > Rigid Body > Type: Active. Give the ground Physics > Rigid Body > Type: Passive. At frame 0, enable the Rigid Body > Animated option of the hat and create a keyframe. The frame before he releases the hat, create a second keyframe. The ...


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As a first shot, if you have used a 'Follow Path' constraint, -Z tracking, Y up, then ensuring the Tilt of all the curve's control points is set to 0, and setting the'Twist Method' to 'Z up' in the curve's Data tab > Shape panel should be enough.


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