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24th September 2015
Rigging the body of Mr. Hotdog.
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10th February 2020 - 11:11
Thank you for these very interesting tutorials!
I have a question: how would you solve the problem that you mentioned, that partial influences can cause flipping in the bones when you pass the 180 degrees? I'm trying to rig an octopus, and the tentacles keep flipping... It's only a test, so I don't need anything fancy, but at least they shouldn't flip this much.
I'm fairly new to rigging, so I'm sure there's something I'm missing. Any suggestions are more than welcome.
13th February 2020 - 16:10
*@ElenaGiulia* Hi. I'm assuming you're talking about the part at 4:47.
To re-iterate the problem, it's that when rotations go into the matrix math machinery of Blender, they come out as a value between -180 to 180 degrees, even if they were originally rotated more than that.
The only way I know around this is to use a driver to read the rotation of the control bone, before it goes into the matrix math machinery.
This would mean reading exactly the numbers that show up in the N panel (which are allowed to exceed -180 +180 range) and drive your bones with that. The downside is, the only transformations that show up in the N panel are the ones that are done by the user directly.
The way to do this is to simply right click the desired rotation in the N panel and Copy As New Driver, then Paste Driver to the rotation value you want to apply it to. Edit the driver to be a scripted expression, and multiply the variable by the desired influence, eg. var*0.1 is like a constraint with 0.1 influence.
Before you resort to this, try to play with the "Order" option in your Copy Rotation constraint, it might help.