how to make "child of" constraint override other parenting
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how to make "child of" constraint override other parenting
Good morning,
I am wanting to use the "child of" constraint on the hand bone of a human character so the hand follows another animated object, but since the hand bone is originally parented to the torso of the human characters armature it causes motion difference between the hand and other object when I move the torso.
Is there a way to make the "child of" constraint override other parenting on a linked proxy armature, or am I going to have to make the proxy armature local so I can remove the hand/torso parent link?
Please let me know.
Thanks,
Scooter
I am wanting to use the "child of" constraint on the hand bone of a human character so the hand follows another animated object, but since the hand bone is originally parented to the torso of the human characters armature it causes motion difference between the hand and other object when I move the torso.
Is there a way to make the "child of" constraint override other parenting on a linked proxy armature, or am I going to have to make the proxy armature local so I can remove the hand/torso parent link?
Please let me know.
Thanks,
Scooter
Scooter2- Posts : 142
Join date : 2012-06-09
Re: how to make "child of" constraint override other parenting
I'm afraid all I can do is point you in the right direction with no further explanation as the methods of doing this changed since 2.49. The best way to do this is to create an IPO driver (you know those IK/FK sliders you get on some rigs?) that'll let you switch off the normal hierarchy and simultaneously enable the Child-Of targeting your object.
Radialronnie- Posts : 366
Join date : 2012-04-05
Re: how to make "child of" constraint override other parenting
Thanks for the reply,
I will do some reading on the IK/FK. I have never done that, but do recall it in the Big Buck Bunny tutorials.
Thanks,
Scooter
I will do some reading on the IK/FK. I have never done that, but do recall it in the Big Buck Bunny tutorials.
Thanks,
Scooter
Scooter2- Posts : 142
Join date : 2012-06-09
Re: how to make "child of" constraint override other parenting
To be clear, what you are doing has nothing to do with IK/FK posing, but rather the IK/FK switches that you sometimes see on some rigs. Those are custom controllers created by the author which let you visually adjust a setting for the rig. In your case you can use it to adjust the hierarchy and constraint's on/off value.Scooter2 wrote:Thanks for the reply,
I will do some reading on the IK/FK. I have never done that, but do recall it in the Big Buck Bunny tutorials.
Thanks,
Scooter
Radialronnie- Posts : 366
Join date : 2012-04-05
Re: how to make "child of" constraint override other parenting
Thanks again for the reply,
I think I need to add helpful detail to my first description. I am not wanting to use the "child of" constraint in the human characters original rig, I have the hand parented to the torso there. I have the character linked into a scene that has another linked motorcycle character and the human character is supposed to ride the motorcycle and I want to use the "child of" constraint in the scene on the hand bone using the cycles hand grip bone as the target bone. This works great when moving the handle and it causes the characters hand to move exactly with it, but when I try to move the cycle and the character together the translation of the character is added to the hand bone causing it to move away from the hand grip. (I found that it is seeing the scene constraint and the rig parent as equals)
I am able to make the human characters proxy rig local and delete the parenting of the hand bone to the torso in the characters rig then use the "child of" constraint work as desired, but was wondering if there is a way to do it without making the proxy local.
Thanks,
Scooter
I think I need to add helpful detail to my first description. I am not wanting to use the "child of" constraint in the human characters original rig, I have the hand parented to the torso there. I have the character linked into a scene that has another linked motorcycle character and the human character is supposed to ride the motorcycle and I want to use the "child of" constraint in the scene on the hand bone using the cycles hand grip bone as the target bone. This works great when moving the handle and it causes the characters hand to move exactly with it, but when I try to move the cycle and the character together the translation of the character is added to the hand bone causing it to move away from the hand grip. (I found that it is seeing the scene constraint and the rig parent as equals)
I am able to make the human characters proxy rig local and delete the parenting of the hand bone to the torso in the characters rig then use the "child of" constraint work as desired, but was wondering if there is a way to do it without making the proxy local.
Thanks,
Scooter
Scooter2- Posts : 142
Join date : 2012-06-09
Re: how to make "child of" constraint override other parenting
Hey, I think I may have even understood that! Lol!
Xraygunner- Posts : 374
Join date : 2012-04-11
Age : 50
Re: how to make "child of" constraint override other parenting
What happens if you unparent the hand bone system from [the rest of the chain*] and use two ChildOf Constraints; one each for normal posing, and one for positioning on the handlebars? You can then disable one whilst enabling the other and it *should* work nicely.
*Don't know what your rig looks like so I can't really say where you'd have to break the chain.
*Don't know what your rig looks like so I can't really say where you'd have to break the chain.
Radialronnie- Posts : 366
Join date : 2012-04-05
Re: how to make "child of" constraint override other parenting
Pssh, join me; I just confused myself.Xraygunner wrote:Hey, I think I may have even understood that! Lol!
Radialronnie- Posts : 366
Join date : 2012-04-05
Re: how to make "child of" constraint override other parenting
Thanks for the reply RR,
I think that would work great. I wish I would have known to ask sooner, because I am well into my animation and that would mess up completed work. I may make a copy of the character and use it on current work, or just motorcycle scenes. I will experiment. I anything else, I do know I can make the proxy local and do what I need.
Thanks again,
Scooter
I think that would work great. I wish I would have known to ask sooner, because I am well into my animation and that would mess up completed work. I may make a copy of the character and use it on current work, or just motorcycle scenes. I will experiment. I anything else, I do know I can make the proxy local and do what I need.
Thanks again,
Scooter
Scooter2- Posts : 142
Join date : 2012-06-09
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