I found the solution of this problem:
I used curve with hooks to make SplineIK and when I join two armatures then all hooks are gone, So I manually had to assign that hooks again and now It is working fine.
Here is one way to do it:
Select your car object and add a Follow Path constraint. Select a curve as the target. This curve will be the route the car will take.
In the same place as the car object, add an Empty. Put an Follow Path constraint on the empty. Select a curve as the target.
Select the car add a Damped Track constraint. Select the Empty as the ...
All constraints look for an armature and a bone. If you merged the "B" armature into the "A" armature, probably some constraint are looking for an "X" bone which was in the "B" armature, but now it is into the "A" armature. If all bones names are different, it should be enough to change all constraints ...
The file you've linked works as it is supposed to work, you've given a Limit Rotation on the X axis of -30° and 30°, as seen below. 0° on the X axis is a flat axis (in Global axis but also in cylinder's Local axis if you ever switch to it).
If you want the gun to follow the angle you're displaying you need to choose Min -60° and Max 0°.
If you want the ...
There are matrices inside sverchok.
Category Analiser - origins node to find matrices.
use category Viz - viewer bmesh to show triangle and matrices to make multiple items.
Or use category Scene-mesh instancer node
Also surface way of this task exists
Please, import this node tree https://gist.github.com/78da59d7bcba7ee9b90e9276a09022d5
in "sverchok ...
I know it's probably too late but maybe it will help someone in the future. I had the same problem and found out that you can key bone constraints during the animation, so after trying a few options I found out that if you apply Limit Location constraint, check all the boxes without changing their values and set Convert to Local With Parent the bone ignores ...
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....
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 ...
In the same way that you've already created a Child Of constraint for the first character, you can simply create another Child Of constraint for the second character, and point it to the same object as a target. Only, the second character's Child Of constraint should have its influence slider set to zero, and keyframed at zero for whatever length of time ...
A bit weird answering my own question but I found a solution. : )
I now believe the problem was due to the piston and cylinder being each-others Damped Track target. I suspect micro translations of their origins when moving caused it, but that is a guess.
I added an object, child of the platform, at the location of the cylinder origin. And also an object, ...
Hereby my solution in text.
Imagine a bone with the tail at the centre of a drive wheel of a steam locomotive.
Adding a second drive wheel a simple: add another armature (bone) at a certain distance from the first one in the X-direction.
Then connect those two drive wheels with a connection rod.
I tried to ad another armature (bone) with constraint 'Copy ...
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 ...