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Bones secondary influence problem
show user profile  JeffP

How does one go about resolving the issue when linking , constraining to Bones?

As an example, I have two cubes: CubeA, CubeB.
A wire parameter is set up between these whereby when CubeA rotates, CubeB will follow.

If i rotate CubeA, CubeB rotates.
If I parent CubeA to a bone and rotate the bone, Only CubveA rotates
Somehow the influence is gone.

Is there any way to bypass this.?

It's driving me crazy!
read 447 times
4/19/2016 6:51:29 PM (last edit: 4/19/2016 6:51:29 PM)
show user profile  digs
parent cube b to the bone
read 432 times
4/19/2016 8:30:44 PM (last edit: 4/19/2016 8:30:44 PM)
show user profile  JeffP
Thanks for the reply
But CubeB needs to be separate from the bone.

I guess what I really need is to find a way to have CubeA copy/mirror the rotation values of the bone in order to drive CubeB

Is there another type of controller or expression that can have CubeA mirror the rotation values of another object?
read 427 times
4/19/2016 9:14:23 PM (last edit: 4/19/2016 9:14:23 PM)
show user profile  digs
an additional way to accomplish:

"If i rotate CubeA, CubeB rotates.
If I parent CubeA to a bone and rotate the bone, Only CubveA rotates
Somehow the influence is gone.

Is there any way to bypass this.?
...
I guess what I really need is to find a way to have CubeA copy/mirror the rotation values of the bone in order to drive CubeB"

is to orientation constrain cubeB to cubeA after cubeA has been parented to the bone. this will only pass rotation into cubeB if cubeA is parented to the bone and you rotate the bone (and/or you rotate cubeA)

read 424 times
4/19/2016 9:38:02 PM (last edit: 4/19/2016 9:38:28 PM)
show user profile  JeffP
Thanks again for the Reply, digs.
Parenting CubeB is still not an option.

My initial post outlining my setup was oversimplified so as no to confuse things.

CubeA is independent from CubeB,. their positions to each other will always change.
And also the Wire Parameter is setup such that when CubeA rotates, in Y. this Rotates CubeB in Z axis, so orient constraints are not an option.

My problem is that the CubeA's rotation is dependent on a bones rotation.
It would be easy to simply have the wire parameter setup so that the bones rotation in Y rotates the CubeB, in Z.. but unfortunately, whenever i import/ update FBX animation, it breaks all the constraints and controller information that were assigned to bones..!

read 418 times
4/19/2016 11:47:22 PM (last edit: 4/19/2016 11:47:22 PM)
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