I figured it would be time to try and figure this out, since this issue has been a constant problem on my mechanical models.
Okay so Basically i am trying to rig, A wooden puppet style thing, and with most of the joints they are those sort of balljoints style thing you see on mannequins, 2 Half Spheres Connected Together with a Peg connecting them to the limb, So naturally one of the Half Sphere, the Upper Arm one will only Rotate on the Peg, but im having alot of issues trying to rig this, to have the objects only follow part some of the Axises of the next bone.
A rough Mockery of the Design layout and the basic bones i have for it. My problem is i already tried Limit Rotation on the Blue one and that did not work, it still then just twisted and rotated in weird ways since through moving the bones they get a mix of X and Y rotations.
So my Question is of course, is their anyway to do this, to have certain objects only constraint to certain axises of a Ball Jointed Armature. While i understand i can just make many bones and use Limit Rotations i want to try and get something that at least gives me the ability to do some basic IK rigging on it.
Attached in the Blend File, i understand i probably did a fairly bad job of explaining it, but basically how do you rig a machine or robot with a Balljoint or IK Able Armature, when the Robot in question does not have Ball joints for its modeled joints and instead has more realistic mechanical joints that can only Rotate in specific directions.
Rigging Example.blend (670.7 KB)