Bone transformation based on it's global orientation

Hello. I want to know is there way to apply some transfomation for bone based on it’s world orientation using constrants or drivers. I want kinda simulating gravity effect - if bone is aligned to global z axis - bone transformation is at maximum (1), if bone is aligned to global -z axis - transormation is minimum(-1), and of the bone is at 90 degrees to z global axis - transformation is 0. Is it possible?

Sorry for my english. :slight_smile:


you can tell constraints to operate in world space, but that will instantly snap the bone position to the constraint value - I suppose that’s not what you want. What you can always do is create an additional bone on top (parent) of the one you want constrained, give it the orientation you want, and constrain that bone instead.


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