How do I make RELATIVE armature deformations in a mesh?

Lets say I have a bone and say a leg. Now, what happens if I stick a bone 20 units from that leg but still parent the leg to that far away bone? Well, when I rotate the bone, it causes the leg to rotate AROUND the bone as if its the pivot which makes the bone translate in a big arc around the bone. But, what I want is for the leg to stay completely still or in place so that when I rotate the bone, the vertex group rotates relative to the center of its own geometry and weight as if the bone is actually in the leg while keeping the first bone 20 units away.

Hi PixelLove,

I would say that’s probably not the best way to go about doing whatever you want to do. What do you want to do ?
(what you describe is possible, but rather convoluted, and I am pretty sure there’s a better way, hence my asking)

Hadrien

You can’t have a vertex group rotate around an imaginary point in space. If you want to define a pivot point, put a bone there. If you want that bone’s rotation controlled by another, use a copy rotation constraint.

I’m using a spline ik. Whenever I move a bone instead of a hook, it causes the mesh to deform in a way that it shrinks or bulges at different points, but I still only want a certain section to rotate.

The spline and the ik chain should have a common parent. If there’s larger rig set it as the parent. If there is no larger rig, parent the curve and ik chain to the mesh. That way when the model is moved around the spline and ik chain remain in a proper place relative to the mesh.