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  • Published 13 Nov 2020

Better Offset Option for Constraints

I would like to have better Offset option for constraints like Copy Rotation or Copy Transform,... So if you check Offset, constrained object will use it's initial position/rotation and will behave like if it's been parented. This will make rigging pipeline so much easier. Child-Off is kinda like that, but it causes double transformation. Maya's "Maintain Offset" in constraint window is a perfect example.

maya_YcnHa3Exw5.png

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Development Status: Open

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6yxji0
13 Nov 2020

6 Comments

florentraffray

I'm trying to retarget a rig to some mocap data I have and find myself in a similar predicament.

I think in addition to something like "maintain offset" in that maya snapshot it would be awesome to have the offset as an exposed field in the constraint. So you could dial that offset after the fact, or even animate it so you could easily have another layer of fine tuning animations on top of your retargeted animation.

Josephbburg

This is actually a bad thing to add. Blender has a way of maintaining offset -- correct placement in Edit Mode and use of the different space transformations. This is infinitely more flexible and safe, but it takes a little longer to learn.

6yxji0 Author

* @Josephbburg * The problem is when i want to make animation for a character, but this character got this wrong bone rotations (like characters that were exported from UE4). And i cannot do this unless i adjust his bones in EDIT mode. But in my case, i need to keep original armature and export animations on that (bad rotated bones) armature. If i was in maya, i would duplicate a skeleton, adjust bone orients as i like and then constraint Original skeleton one to a Fixed one (with OFFSET). So new one will control original like a puppet. And then i would put controls on a Fixed and animate it. And then bake animation to bad armature and export animation from it.

Josephbburg

* @6yxji0 * I think it is still possible to do that by using the Child-Of constraint. But that's a different situation for sure. It's not possible to import the bones y-aligned?

6yxji0 Author

* @Josephbburg * Child off will cause double transformation, since constrained bone will be affected by previous bone in hierarchy + puppet bone it constrained to.

Josephbburg

* @6yxji0 * Well, that's not the right way to do it. You have to do it with a flat hierarchy. If you need the hierarchy for export, then you need another copy with copy-transforms. I wouldn't do any of this without a Python script or two to do it all for me... although the double transforms in Child-Of is something I've been meaning to investigate. Seems like something that could be fixed in the constraint.