I was trying to rig a Rubik's cube when I discovered that an object cannot have more than one parent. How can I allow a tile to be controlled by multiple centers, and how can I transfer control when it shifts?
Hmmm,
This has got my brain ticking williamatics .
I'm sure @waylow could come up with something. It seems relatively straight forward until you take into account different rotations.
A corner for example would need 3 different pivot points.
3 bones parented to one face bone, no , 3 tile bones parented to one cube bone parented to a face bone , hang on I still thinking......
Wait. I could just set each piece's origin to the center of the cube. Then I could just rotate all the pieces around a single axis.
I think that's the easiest way. Not a true "rig" in the typical sense, but good enough for a simple animation.
Rigging a Rubix's cube is very complicated.
I've never had to do it, but I think Parker is right.
The easiest way to "get it done", is not to have a rig, just animate the objects. (in Quaternion mode because Gimbal lock is highly likely). But make sure each object's origin is actually in the centre of the "Rubix's Cube".
I might be imagining things, but did I see a Rubix's Cube with "Geo Nodes" recently? I could have imagined it haha.
Maybe it would be possible?? But you might end up having to animate the vector values on nodes.
Every solution I can think of requires some kind of python scripting to dynamically transform the correct objects in the correct way.