blender animating help

Post » Wed Feb 16, 2011 1:57 am

Ill outline the problem

I have a body bone that is the parent of 6 leg bones, each of these legs bones has a foot bone on it. I move two legs foward, then the body forward. This causes the other 4 legs (because they are children of the body bone) to also get this movent, meaning i then have ot rotate them all back until they reach their original position again.

In other words, when i move the body bone i want the position (x,y,z) of the foot bones to stay the same, indepentend of the body bone movement, but the distance made up by movement of the leg and rotations of the foot bone.

Does anyone know if i can lock the bone position so it just rotates when i move the parent bones?
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Brian Newman
 
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Post » Tue Feb 15, 2011 4:57 pm

One way to do it is to make an empty directly above the center of the leg bone, put a "Track To" constraint on the empty directing it to face the body, then put a "Copy Rotation" constraint on the leg bone directed to the empty. Limit the rotation constraint to the Z axis. However your legs will most likely rotate immediately when you set it up this way unless they are facing the body bone already.

Or you could use the IK solver.

I think the easiest way would be to just do all of the leg animations before you move the body at all.
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Maddy Paul
 
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Post » Wed Feb 16, 2011 12:29 am



This is the entire purpose of IK Solver's trying to use Constraints for this would only lead to frustration for the most part.
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Kay O'Hara
 
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