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1

you can do this with this script: import bpy from mathutils import Vector def changePosition(frame): # triggered by a frame change, any code inside here gets run. a = bpy.data.objects['Cube A'] b = bpy.data.objects['Cube B'] fcurve = a.animation_data.action.fcurves x = fcurve[0].evaluate(frame-1) x1 = fcurve[0].evaluate(frame) ...


2

It is a shame that there's no shrinkwrap/edge. However, shrinkwrap/nearest point works just fine on meshes with zero area faces, so you can basically do the same thing by some simple changes to your shrinkwrap target. If you give the target a wireframe modifier and set the thickness to 0, your shrinkwraps to nearest points will be shrinkwraps to and edge-- ...


2

Somebody is going to come up with a simpler way to do this... It's a shame Blender doesn't have 2-point vertex parenting, as well as 1 and 3-point parenting. I don't think it would break the grammar of the interface too much, with sensible defaults. I can't think of a way that doesn't involve parenting target Empties to vertices. If I'm right, and you have ...


3

With help of the Cloth settings > Shape > Pin group, you can pin one or more vertices of the cloth. Looks like you already did that. The vertices in the group are not affected by the cloth simulation but can be controlled by an animation. This way you can grab the cloth and drag it around. In the example below the vertex in the center is assigned to a ...


1

Objects are either under the control of the animation system-- which includes f-curves and constraints-- or else they are under the control of the physics system. There is no in-between. If you would like to have an object that copies the Z location of an object, you can disable rendering on your rigid body, then make a new object that copies the Z location ...


0

Adding constraint and relinking to a @bone_name/@CTRL/@DEF/@MCH bones is easy with basic.raw_copy & basic.super_copy Turn on "Relink Constraints" Go to its constraint rename the constraint to the desired target. e.g "Copy Rotation" > "@ORG-thigh.L" without those "", you can leave the target blank and it will ...


12

To make the animation you could first put the origin of the oar at its rotation center. Then create a Curve > Circle where the oar is supposed to point towards. Also create an empty that will rotate around this curve with a Follow Path constraint (keyframe the constraint Offset value). Give the oar a Track To constraint with the empty as Target. The oar ...


0

So there are a few problems that I'll mention, but the real problem is just that you're expecting too much from Blender rigid body physics. First thing we want to do is check for unapplied scale on any objects. In your case, yes, there is at least one object with unapplied scale. This will screw up rigid body simulations. So we'll apply scale on all ...


3

As I can suppose from your gifs, the Bow is reacting correctly while the quiver is getting a so-called double trasform: Child of constraint (which is in action only when its influence slider is not 0.0) is moving the origin of the Bow-quiver object, while probably an armature modifier is moving every vertex of the quiver only. To solve select the bow-...


4

You need two things: The Render Object that you are using needs the Track To Constraint, not the Plane with the Hair. Although perhaps this is what you did and your question muddies this in your explanation; In Render as, you need to check Object Rotation Enable Advanced Hair that allows you to play with Rotation, but it is not needed here. I just want ...


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