Hello all! I can’t imagine that I’m the first to have this issue, but I can’t seem to find anyone having the same problem as I am for some reason, and it’s QUITE basic too (If this has been asked and answered/discussed before, please simply point me in the direction of the thread!). My goal is to rig a bone so that it can rotate between 0 and 180 degrees on one axis while not rotating on other axes (it will be animating a simple lever mechanism).
The simple test case is as follows: I create a bone inside of an armature, apply a Limit Rotation constraint in the Bone Constraint panel, and limit its rotation on any axis (let’s say “x”) from 0 to 180. Regardless of the other settings in the constraint (for argument’s sake, however, my final settings will be to enable “For Transform” and to convert to “Local Space”), the bone flips when it is rotated to or beyond 180 degrees. Changing the limits of the constraint beyond 180 degrees still causes flipping at exactly 180, and the rotation mode (Quaternion vs any Euler setting) has no effect on it one way or the other; the bone reverts back to 0 once it reaches 180 degrees.
Is there some way to place some kind of limit on the bone’s rotation, with a minimum range of 0 - 180, without any flipping? I would even settle for a flip occurring at rotation x > 180, but the flip happens at exactly x = 180 so I can’t get the full range of motion that I need. Any help would be greatly appreciated, thank you!