Hello,
I have been rigging a skeleton (like a human skeleton) for a scientific animation that still had to be worked on. Now, I recieved new, updated geometry that I would like to put in my scene.
How it is set up is: I have parented my bone geometry to the rig with parent constraint. I thought I would be able to copy over the constraint to a new object, but I am afraid it does not work.
Also I cannot create a new parent constraint. I get an error when I try to constraint the new mesh to the rig.
Does anybody have any idea how I can approach this problem?
Solved! Go to Solution.
Solved by dinofiguera. Go to Solution.
Hello,
It is a good habit to never touch the geometry attributes. This means that it is much better to create a group for each piece of geometry and apply the constraint to the group. This way you can easily change the content of the group by simply reparenting a new geometry to it, and removing the old one.
Instead of trying to transfer the constraint to another geometry, you should simply create a new one.
One object can constrain infinite objects at once, and you should definitely be able to make your joint constrain a new geometry even if it is constraining the old one.
Check if the transform attributes of your new geometry are hidden or locked, the skin bind operation usually locks the attributes so if your new geometry was previously skinned, it might have locked attributes and you can not constrain it if you do not unlock them before.
Cheers,
D
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