rigging

skel-01

 

Contraints

For Transform:

When true transform will be based on limits, not based on actual physical transform attempted.

This is useful when passing the inverted transform constraint to another object.

 

 

Woodwork project - monitor arm

 

Contraints

For Transform:

When true transform will be based on limits, not based on actual physical transform attempted.

This is useful when passing the inverted transform constraint to another object.

 

 

LIVENODING 900 / SV Multi Armature Bone Constraint Modifiers

notes:

1. bones in an armature are animated like a finger bending.

2. the animation is made into an Action. This saves the action information but removes the actual action from the bones.

3. an action contraint is applied to them so that when, in this case, arm_main is moved on the z axis the Action is called and the bones are animated based on the amount of movement of the arm_main. The amount of movement is clamped to min 0.0 to max 1.0.

4. then the bones are duplicated. the animation constraint works the same as with the first one.

But if we wanted them to be offset.

5. we use SV to control their min and max seperatedly. See SV node tree image. Or click on Jimmy’s Livenoding for a deeper understanding.

 

rigged leg

from Eric Thomas… I like the theme