Parent delay with armatures

Is it possible to have a parent offest for armatures in pose mode ? I was hoping to have one bone follow the location and rotation of another, but with a slight delay, to create a sort-of muscle appearance or at least an interesting effect. Or perhaps there’s a better way to do this ? I searched the tutorials but can’t find much more than the very basics.

Yeah I had a similar idea/want after watching a 3DBuzz vid where a procedural animation delay was used through a parental chain. So you could move/rotate the parent and each child responded incementaly slower so you got like a wavy branch effect. It was recomended for say the bones of a tail or a rope or wavey seaweed.

If I knew how to script I could help. A bunch of precooked scripts for this tipe of thing would be cool (might exist for all I know). That people could implement easily like the KeepOnGround script from the 2.0 manual.

Sorry I can’t help

I don’t think you can do that easily, unless you copy the keyframes of the other bone and move them in time. Or worst, if it’s IK rigged, you’d have to bake the animation :expressionless:

Martin

Darn…

luckybreak wrote :

Yeah I had a similar idea/want after watching a 3DBuzz vid where a procedural animation delay was used through a parental chain. So you could move/rotate the parent and each child responded incementaly slower so you got like a wavy branch effect. It was recomended for say the bones of a tail or a rope or wavey seaweed.

This technique can also be used to do nice lightsabre trails, there’s a demonstration on one of the blenderwars forums’.

and went on to write :

If I knew how to script I could help. A bunch of precooked scripts for this tipe of thing would be cool (might exist for all I know).

Alas, I don’t know anything about python either - ah well.

theeth : unfortunately yes, it is IK rigged. What does “baking” and animation mean ? Doesn’t sound like a fun thing to do…

it’s not fun, but it’s quite easy. It takes all the constraints in the armature and “bakes” them to FK (ie, it calculated keyframes to the bones). You just need to press the Bake button in the header of the Action window.

Martin