wildcard Posted April 16, 2012 Share Posted April 16, 2012 I'm back to the drawing board trying to figure if I can get to work in the first place. So I've got two bones, one intended to be setup with dynamic constrains and the other to copy the movement of the first bone. The second bone will be controlling the cp's. Both setup in a on/off pose of there own. Both bones are positioned horizontally The idea was to enable the dynamic constraints pose and have it get effected by gravity, once it's in a resting position (stopped bouncing around) enable the other pose and copy any movement changes from there on the second horizontally positioned bone. However, I'm failing to get it to work. It either snaps in the same position of the dynamic bone or snaps to an other un intended position when enabling the pose. I'm starting to wonder if it is actually possible with AM? Any one able to throw me a bone and help? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 17, 2012 Hash Fellow Share Posted April 17, 2012 If you want Bone A to copy the motion of Bone B without going to where Bone B is, you need an "orient Like " constraint. Does that help? Quote Link to comment Share on other sites More sharing options...
mtpeak2 Posted April 17, 2012 Share Posted April 17, 2012 You either have to give the second bone an exaggerated offset, in the constraint, so it is in the position you want when the dynamics are ON or you need to constrain the second bone in an action or chor, so the enforcement of the constraint is set to 100% (with compensation) after the dynamic bone has settled (enforcement is 0% til dynamics are settled). Hope that makes sense. Quote Link to comment Share on other sites More sharing options...
wildcard Posted April 17, 2012 Author Share Posted April 17, 2012 Bits and pieces make sense, going to experiment and see if I can get it working Quote Link to comment Share on other sites More sharing options...
wildcard Posted April 18, 2012 Author Share Posted April 18, 2012 Its not working for me and I'm not exactly sure what I'm doing wrong, but I'm pretty sure its possible. Here a snapshot. 3 Bones, Bone A, the main bone with bones B and C, both a child of bone A. One pose setup with a dynamic constraint put on bone B, with a spring system. One pose setup with a Orientate like Bone B. At frame zero in the action time line I enable the Dynamic pose for Bone B, that works. Giving Bone B be a few seconds to bounce and become idle before I enable the pose to orientate like bone B. The moment I turn it on it snap to match the exact same position of bone B. This isn't what I'm looking for, I want it to copy the movement of bone B, from it's current position, not snap to it to exactly match it. I fooled around with and with out compensate mode, but see little effect. Quote Link to comment Share on other sites More sharing options...
wildcard Posted April 18, 2012 Author Share Posted April 18, 2012 *Face Palm* Got it to work, but don't have a clue how I did it. Unable to recreate it from scratch, I've tried so many things, I can't recall exactly what made it work. Bones.prj Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 18, 2012 Hash Fellow Share Posted April 18, 2012 To use the compensate mode correctly... -select the bone you want constrained - to select a constraint type -make sure the compensate mode button is depressed (should turn it self on by default) -then select the target bone with the eyedropper cursor Is that what you are doing? Quote Link to comment Share on other sites More sharing options...
wildcard Posted April 22, 2012 Author Share Posted April 22, 2012 Managed to get it working, again, but don't have a clue what and how I did it. Will continue learning/experimenting with bones at a later time. Will be getting the key to my new apartment in a few days and there will be plenty of other work to do before I can pickup tinkering around with AM again. Quote Link to comment Share on other sites More sharing options...
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