Just change the bones rotation to xyz-euler, then you can right click on your bones rotation-x value → copy as new driver, then you e.g. paste that on y-rotation value of a cube and you will get:
You see how my little box on the side rotated aswell?
I basically would like to add a driver for my shape key that sets its value from 0 to 1 if my Face Bone rotation rotates to that favored rotation. so Rotation = 90 (Sad Face) Rotation = -180 (Surprised Face)
Thats about it. I saw a tutorial where you can get the var property by creating a custom property and then Follow with an If Else Then statement.
But I dont know how to get my Face Bone X Rotation Value so I can place it in there.
I got in the right location but it doesnt seem to be following along as it should be.
It doesn’t matter which rotation axis I move on It still doesnt seem to respond correctly. I tried greater than signs but it just isn’t following up properly.
i got the driver "kind of " working, but…it doesn’t update automatically. So i always have to go into the drivers editor and hit “update dependencies” → then it gets the right value. that’s a bit weird…
by using this, it updates the driver automatically. Just use “var” as expression just to see that it works. If you got that, change the expression to your if statement.
Alright hold on. I swapped it to Quaternion and it seems like It’s A OK now.
I had it on the Y axis btw unfortunately. Sorry if that caused confusion.
Well its good but Now I realize I can accidently skip over the axis number making it appear as if nothing is working. Is there a way I can add “&” statement in there too?