In my game rigs, I generally have been rigging my FK joints like this:
control_object -> orient_constraint (with offset) -> bone_object
recently I followed a tutorial where bone_object was orient constrained to a child node of the controller.
The child was an additional ‘dummy’ transform node, oriented to the bone:
control_object(parent).transform_node(child) -> orient_constraint (no offset) -> bone_object
The tutor only briefly states that this is for “clean” constraints: no offsets needed.
Other than eliminating the need for an offset, is there some advantage to this ?