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.
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)
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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