Has anybody ever set up something like this before? I’m trying to make a control that can be positioned to where you want it to pivot from to animate with. but not having much luck.
Right now I’m using two controls. Control A allows you to place your pivot (translate it, rotate it.) and Control B is a child of Control A. Control B allows you to animate from that new pivot. When you move Control A your rig stays in place. When you move Control B your rig moves with it.
So right now I have those two controls and a null that sits under Control A in the hierarchy to get counter animation. Then there is a animation rig that is grouped and that group moves the whole rig.
I’m starting out by parent constraining the rig group Control B. Then I’m taking the Translate and Rotate value of the null and connecting it to target > target[0] > target[0].targetOffestTranslate and target[0].targetOffestRotate. Esentially just live updating the maintain offset.
As far as rotation goes, this set up works just fine. It’s starts to break down with rotation. I can get an initial placement positioning the two controls with Control A not moving the rig. But as soon as Control B is moved I get swimming motion from the rig.
I think I’m not accounting for a level of motion still because the rig seems to be rotating from a relative point but accounting for the rotations of the two controls, as it would with a direct connection more than a constraint.
Anyway, does anybody have a better solution for this? I am not so hot at Matrix math and I’m just taking a stab at this.
As far as actually animating the actual pivot point or not I don’t actually care so long as I have a control that lets me translate and rotate starting from a certain orientation and then go back to the default position without the rig swimming all over the place while going back. In theory Control A just moves a pivot without moving the rig and Control B is the only thing that moves the rig. And Control B is positioned by Control A.