Ok, I tried the simple setup in another file.
The “problem” persists.
But it’s not a problem: It’s the way a pivot has to work.
The weird behavior is due to the fact that I have previously rotated the main bone of the rig 90º in the Z axis, in the linked scene.
So then every transformation I do in the bone show me the final position of the bone considering it was rotated around the Pivot object.
Now I have this animation workflow, to animate a walk-cycle of the book around each of its corners:
- Position the Pivot object (keyframe it);
- Keyframe the transforms of the rig/bone;
- Go to next frame to be keyed;
- Rotate the rig/bone (keyframe it);
- Set cursor position to the current position of the bone (to record it);
- Move Pivot object to new position (and keyframe it);
- Fix the position of the bone based on the previous position, recorded in cursor (and keyframe it);
- Contunue the cycle from step 3…
WHAT CHANGED: now I have to store the bone position in the cursor and restore it’s Loc after I have moved the Pivot.
If any of you guys know any other solution for this walkcycle based on Pivots, please share with us!