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Rotation space switch for control_01?


#1

Hey,

Here’s a simple question.
Is there a way to keep control_01 joint rotating in world space when rotating it’s parent control (joint)?


#2

Do you mean:
a) When you manipulate the parent control, the control_01 should not follow at all?
b) When you rotate the parent control, control_01 should follow in translation, but its rotation should be isolated? Or are you talking about just the joint?
c) When you rotate the parent control, the control_01 joint’s rotation values should be in world coordinates, but still follow?
d) OR do you simply mean you can’t find a way to make it follow world space in the ikrefarray?

a) Use a parentConstraint or orientConstraint or a space switch on the control_01’s ikrefarray.

b) Use an orientConstraint. If it is on the joint, you might have to break the connection to the rotation first, before constraining.

b) If you mean you want a space switch that ONLY follows rotation, you could make a 2nd fake control_01, put a full space-switch on that, and then orientConstraint your real control_01 to that. (There are other ways than this too.)

c) Parent the joint under a node that is in world space.

d) Consider a fake hidden control, and parent it under the world. Use it as a space switch.

(This answer got so long, I should have just asked what you meant.)


#3

Thank you for the quick answer, Chris!

Sorry for not being clear in my initial question, didn’t realize there’s so many options. The b) is the one I meant. The rotation of the control and the joint should remain in world (or parent, parent) space, but the translation should follow parent. I will try it over the weekend.

In my case I want to create bike pedals. Some time ago I had to create a tie for my character and I ended up using a shoulder_01 element on top of the tie chain. And it actually worked flawlessly! Would be nice to have a similar functionality inside control_01.

In case I want automate these constraints and create an animatable switch for this I should look into post-steps, right? Or maybe even deconstruct the shoulder guide into a simpler one :upside_down_face:?


#4

I did something similar in a post script for head rotation isolation. I posted the script here: Rotation isolation on FK component


#5

Looks like the exact thing I was looking for! Thank you!


#6

You’re welcome. If you have any questions about the script don’t hesitate to ask and I will try to help :slight_smile:


#7

Hello,

Sorry for the late reply here.

I did add the option to constraint using rotation in control_01 long ago…but I forgot to expose it :stuck_out_tongue:

The code is here

you can set it manually by like here

you need at less 2 spaces if not it will fall back to change the hierarchy.

I will fix it on the next release . indeed this is an old thicket:

Cheers,
Miquel


Space switching
#8

It feels like Christmas! :pray: