constraint transform dont use local axis #42822

Closed
opened 2014-12-06 21:24:53 +01:00 by ArteEN · 8 comments
ArteEN commented 2014-12-06 21:24:53 +01:00 (Migrated from localhost:3001)

System Information
win 7 64 and Geforce 560

Blender Version
2.72.b Hash: 9e963ae Oct 21 2014 Oficial(blender.org)
2.72 c8995ec Dec 6 2014 Official(builder.blender.org/download/)

Short description of error
constraint transform dont use local axis

Exact steps for others to reproduce the error
1- add a armature
2- enter editing
3- duplicate the first bone, putting him two positive units in z
4- add the transform constraint in the duplicate bone, aiming at the first bone
5- constraint settings are:
Extrapolate = True

Source
Loc
min_x: -1
max_x: 1

Destination
rot
min_x: -90
max_x: 90

Space
Local space - Local space

Now comes the test:
if you move the first bone on the axis x, the second axis rotates They usually in the 'x'

Now the second test:
rotate the first bone 90 degrees on the z axis, thereby moving the first bone on the local x-axis, the second will not rotate.
const_transform.blend

**System Information** win 7 64 and Geforce 560 **Blender Version** 2.72.b Hash: 9e963ae Oct 21 2014 Oficial(blender.org) 2.72 c8995ec Dec 6 2014 Official(builder.blender.org/download/) **Short description of error** constraint transform dont use local axis **Exact steps for others to reproduce the error** 1- add a armature 2- enter editing 3- duplicate the first bone, putting him two positive units in z 4- add the transform constraint in the duplicate bone, aiming at the first bone 5- constraint settings are: Extrapolate = True Source Loc min_x: -1 max_x: 1 Destination rot min_x: -90 max_x: 90 Space Local space - Local space Now comes the test: if you move the first bone on the axis x, the second axis rotates They usually in the 'x' Now the second test: rotate the first bone 90 degrees on the z axis, thereby moving the first bone on the local x-axis, the second will not rotate. [const_transform.blend](https://archive.blender.org/developer/F130023/const_transform.blend)
ArteEN commented 2014-12-06 21:24:53 +01:00 (Migrated from localhost:3001)
Author

Changed status to: 'Open'

Changed status to: 'Open'
ArteEN commented 2014-12-06 21:24:53 +01:00 (Migrated from localhost:3001)
Author

Added subscriber: @ArteEN

Added subscriber: @ArteEN
Member

Added subscribers: @Sergey, @JoshuaLeung, @JulianEisel

Added subscribers: @Sergey, @JoshuaLeung, @JulianEisel
Member

Hey there,
I can confirm this, but I'm not sure about what's supposed to happen. What exactly do you expect to happen @ArteEN? We also need someone who is a bit more familiar with the rigging stuff. Maybe @JoshuaLeung or @Sergey? Does anyone know more here?

Hey there, I can confirm this, but I'm not sure about what's supposed to happen. What exactly do you expect to happen @ArteEN? We also need someone who is a bit more familiar with the rigging stuff. Maybe @JoshuaLeung or @Sergey? Does anyone know more here?
ArteEN commented 2014-12-09 21:16:01 +01:00 (Migrated from localhost:3001)
Author

My intention is to make a simple unicycle and uses it in an animation.
The problem is on the local transformation of the master, who is not passed properly to the local rotation of the wheel shaft of the bone.

I did another file showing a problem that may occur in the animation.

I continued doing tests with the transformation, I saw that Local to Local, uses the local space of the armature, but not the local space of the bone.
I tried the pose space, but the result remains the same.

const_trans.blend

My intention is to make a simple unicycle and uses it in an animation. The problem is on the local transformation of the master, who is not passed properly to the local rotation of the wheel shaft of the bone. I did another file showing a problem that may occur in the animation. I continued doing tests with the transformation, I saw that Local to Local, uses the local space of the armature, but not the local space of the bone. I tried the pose space, but the result remains the same. [const_trans.blend](https://archive.blender.org/developer/F130496/const_trans.blend)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2014-12-17 12:59:06 +01:00

Thanks for the report, but there is no bug here.

Spaces are indeed confusing, but the local space of a bone is actually the space of its parent (or of armature for root bones). Rotating a bone will never affect its local space, which is lucky, because rotation is defined in that local space.

So what you want here is to add a child bone to your root bone, and use that child as 'controller' for your transform constraint. then, rotating the root bone, you can get expected behavior for children controller bone.

See this file: const_transform.blend

Thanks for the report, but there is no bug here. Spaces are indeed confusing, but the local space of a bone is actually the space of its parent (or of armature for root bones). Rotating a bone will **never** affect its local space, which is lucky, because rotation is defined in that local space. So what you want here is to add a child bone to your root bone, and use that child as 'controller' for your transform constraint. then, rotating the root bone, you can get expected behavior for children controller bone. See this file: [const_transform.blend](https://archive.blender.org/developer/F132476/const_transform.blend)
ArteEN commented 2014-12-17 21:11:31 +01:00 (Migrated from localhost:3001)
Author

Thank you, tried to do something simple, I did not know this hierarchy of local spaces.

Sorry for the mistake

Thank you, tried to do something simple, I did not know this hierarchy of local spaces. Sorry for the mistake
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Reference: blender/blender#42822
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