Hi , i need help with constraints in bones. I am animating a armature wich is a skater on a skateboard (the skateboard is linked to a bone, i though it was a good a idea) Id like that the skater follows the location and rotation of the skateboard.
I am currently using the copy location and rotation constraint (i have it on a bone of my skater that is the parent of all other bones of the body and it is connected to the bone in the skateboard). The Problem is... that I have to rig and move that bone to create realism in the movement but the constraints dont allow me to move it and if I lower the influence the skater wont follow/be standing in the board.
Hopefully you can understand my horrible english and help me out.
:)
I made the bone of the body that controlls everthing child of the skateboard bone and it works as I wanted lol. XD
Hey Adrian,
I think I understand what you have done so far,
If I'm right you have a character with arms, legs and head bones all parented to the body bone 👍
and the body bone constrained to the skateboard bone, right?
I would suggest using a root bone positioned at the characters feet, parenting the body to the root, then parent, or constrain, the root bone to the skateboard.
No part of the characters mesh is connected to the root bone,
This way you are free to move the body, whilst still following the skateboard.
Hope this helps!