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Help, constrained skeleton moves differently from its driver?

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Message 1 of 3
exsulator
425 Views, 2 Replies

Help, constrained skeleton moves differently from its driver?

I'm making a rig for a game engine. The rig has many separate skeletons. To put them in the game, I made a single skeleton, and constrained (orient & point) every joint of it, to the various joint chains that make up the rig.

 

As you can see in the bottom left corner of the gif, the green skeletons local rotation pivot clearly doesn't match match rig skeleton when moved, though they have the exact same starting position.

 

Bottom left: local rotation doesn't matchBottom left: local rotation doesn't match

 

Help: They need to be identical! What am I doing wrong? It's a bit difficult to provide the scene, so I hoped someone could give me a tip on how to do this, or why it's not working?

 

Question:  Should this work, in theory? Constrain a complete skeleton, to a pile of joint chains? (the complete skeleton is a copy of all the other joints, simply parented to each other) 

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gcoleman7779
in reply to: exsulator

When I’m making a chain follow another I don’t use an orient or point constraint. I usually use a parent constraint that only affects rotation.

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Message 3 of 3
exsulator
in reply to: gcoleman7779

I'm going to try that, thank you. Will post back with result.

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