constraint transform dont use local axis #42822
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Reference: blender/blender#42822
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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
Changed status to: 'Open'
Added subscriber: @ArteEN
Added subscribers: @Sergey, @JoshuaLeung, @JulianEisel
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?
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
Changed status from 'Open' to: 'Archived'
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
Thank you, tried to do something simple, I did not know this hierarchy of local spaces.
Sorry for the mistake