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  • Published 4 Jan 2023

Pivot Constraint for Local Space

I'm building a foot rig where you can change the pivot point of the foot so that you can either walk on your heels or your toes. It works perfectly as long as the character is not rotated in any way, due to the fact that the pivot modifier can only offset the pivot point in world space.

Screenshot (1627).png

This is very annoying as like I said, the rig works perfect as long as you don't rotate the armature. Rotations work perfectly in local space, i.e. the foot can be rotated any direction within the armature.

My attempts to target a bone instead have all resulted in a dependency loop.

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Development Status: Open

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pleyland
4 Jan 2023

2 Comments

Lauloque

AFAIK such rig systems is more often done just with straight hierarchy or with some help from additional MCH bones and bone constraints like Child Of / Copy Transforms. Not pivot constraints.

TBH That constraint always felt odd to use IMHO, it seems hard to even understand what each setting does, there's no clear feedback of effect, and riggers don't seem to use it often anyway. So probably there are more things to change with that constraint to make it more usable.

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pleyland Author

Cool, thanks a lot, it took me 2 seconds to figure it out after reading this. You're a legend