Ok, I decide to go with the obvious answer which to use the ultra simple ‘Use 1 Parent and 1 IK Bone Method’ . From a basic standpoint it gives me what I want, however, because it can’t be done in a way which takes advantage of rotation IPO information I’m quite literally
left to do my tweening frame by frame… by hand. Ok, not to big a deal if I were planning on doing this with a chair like I used as an analogy, unfortunately that isn’t the case.
I was planning on doing a kind of inter-rotational floor, which is composed of identical circles lined up left to right and top to bottom. Each circle is divided into 21 pieces which are are exchangeable upon rotation with their counterparts from an adjacent circle. My ideal rig for each of the 21 pieces would be one which could rotate off one axis, and then fully off of the other without lingering bones and the ability to follow this pattern indefinitely.
This way I would be able to: Frame 1- add rotation keyframe, Frame 11- rotate 90 and add rot key, Frame 21- rotate opposite side 90 and add rot key, etc.
Instead I am sort of forced to: Frame 1- add location keyframe, Frame 2- rotate from cursor 9 and add loc key, Frame 3- rotate from cursor 9 and add loc key… repeat until Frame 11, Frame 21- rotate opposite side from cursor 90 and add loc key, wash, rinse, and repeat 20x per circle. Talk about biting the bullet…
Enough downer stuff though. I am curious about a few things:
1: Is there a was to successfully animate accurate rotations which have been produced by rotating off of the cursor’s location and not from the object’s center?
2: Is there still a shred of hope in creating a rig which can circumnavigate the problematic points of animating this using location keys?
3: Are there keyframe options which allow for a solution to the problem I am having? For example Rot vs LocRot or something else?
4: Why is it that when I rotate my IK bone around the Parent bone exactly 270 degrees it flips an extra 180, but then reverts to normalcy when rotated past or backed off? Is this a bug or a defect in my simple rig?
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