Positional Bone Constraints
Posted: Sun Jan 17, 2021 3:56 am
You may have seen a number of demos of face and head rigs (like below), where bones are used as joysticks to manipulate a puppets features.
It would be groovy if we could have a new Bone Distance Constraint that would allow us to constrain the maximum distance a bone can travel from its partner origin bone, and thus could limit the drag area of the control bone.
The relationship could be flipped to only allow the controlled child bone within a certain distance of the origin bone. Or the child should be forced to stay at a fixed distance, but rotatable around the radius. Allowing it to follow a fixed circular path, or follow its target from an offset. Blender has a similar feature, and this could be thought of as a type of extension of the target bone system.
This may help in multiple rigging and animating situations to prevent folds etc, or enforce body joint rules.
So the options would be:
- Free movement within a fixed radius
- Movement at a fixed radius / follow at a fixed radius
- Movement only outside a fixed radius
I have included some demo content from Troy and Majid below:
Content courtesy of:
Troy Picou "Creating Rig Controllers in Moho" - https://www.youtube.com/watch?v=Z5Ay6hfVxas
Majid ShirAli Animation "Robin hood Head turning - Moho pro 12 ( Anime Studio )" - https://www.youtube.com/watch?v=SAxRZXxiRpI
It would be groovy if we could have a new Bone Distance Constraint that would allow us to constrain the maximum distance a bone can travel from its partner origin bone, and thus could limit the drag area of the control bone.
The relationship could be flipped to only allow the controlled child bone within a certain distance of the origin bone. Or the child should be forced to stay at a fixed distance, but rotatable around the radius. Allowing it to follow a fixed circular path, or follow its target from an offset. Blender has a similar feature, and this could be thought of as a type of extension of the target bone system.
This may help in multiple rigging and animating situations to prevent folds etc, or enforce body joint rules.
So the options would be:
- Free movement within a fixed radius
- Movement at a fixed radius / follow at a fixed radius
- Movement only outside a fixed radius
I have included some demo content from Troy and Majid below:
Content courtesy of:
Troy Picou "Creating Rig Controllers in Moho" - https://www.youtube.com/watch?v=Z5Ay6hfVxas
Majid ShirAli Animation "Robin hood Head turning - Moho pro 12 ( Anime Studio )" - https://www.youtube.com/watch?v=SAxRZXxiRpI