Riging - unpredictable behaviour with Constraint Track To #88814
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Reference: blender/blender#88814
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Blender Version
Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash:
02948a2cab
Worked: (newest version of Blender that worked as expected)
Short description of error
I start do some simple example around riging due that I meeting crazy/quirk behaviour
https://youtu.be/e2a5mCa2Hj4?t=454 - in this step, Blender should have this type image
But my result is somethin like this
The horizontal bones are changed into vertical position after add Track To.
Back to the object mode and edit changing bone orientation. By this situtation is hard to set right position for bones.
Exact steps for others to reproduce the error
Repeat the step like on B 2.8 on B 2.9
https://youtu.be/e2a5mCa2Hj4 Model & Rig Pistons fast in Blender 2.8+
track-to_test.blend
This is exact cases around Constraints that doing blender uncomfy and generating angry things..
https://developer.blender.org/T88761
There is on movie more bugs around
https://youtu.be/e2a5mCa2Hj4?t=468
Added subscriber: @ManBlender
Added subscriber: @lichtwerk
Keep an eye on your
Tracking
andUp
axis:This works correctly if you use Y for Track and Z for up
track-to_test_axis_corrected.blend
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscribers: @JulianEisel, @dr.sybren
The defaults for the
Track To
constraint was changed inbe00902082
, so this is obviously done intentionally.I have to agree though that for bones, this is not ideal?
CC @dr.sybren
CC @JulianEisel
This is not a bug though, just want the devs to be aware, feel free to close immediately.
Oh and forgot to Add: the "not-so-perfect" update is due to a dependency cycle in the piston rig
There are probably better ways to do this (this is outside the scope of the bugtracker though)
The axes change is clear now. But after some moves for bone and specially rotation, the bone is laging ond often not following to end default (eg. after ESC) position and doing misunderstanding.
This is due to the mentioned dependency cycle
In attachment have some part of work as simplified plane wing, cut form something biger.
Bone_bug3.blend1
The Bone.001 is done by Extrude in edit mode from Bone in Armature.A1 and this same Armature.A2.
The first image have limit rotation turned off (hide)
The second image have limit rotation turned on (show)
a) After operate on/off on this the Bone.001 laging this same, but doing missunderstndig what possition for axes is real.
In fact open .blend file is not possible the lag to see but need swith button on/off, like ESC. There was something like "Refresh" for blender but not sure that have sense for this?
b) Now, don't know it's normal in relation to Armature.A2 axes with Bone and how to prevent this fill (flip).
c) Should use limit rotation to Wing.remex or controler handle (black part) as object or to the armature/bone?
looks ok
betwen add limit rotation .d) Due that of tree hierarchy of this joints how normaly should works this mechanism doing frustration (limit rotation can be applied to any part of this mechanism and efecting for whole).
It's bether to not use Extrude bones in this same Armature and separated?
For first post I do simple example in case working with this model.
But I'm not understand that any other new Constraint like Track To or Limit Rotation added using own "Up axes" and doing as default?
Maybe user should have more easy option to set connection betwen Tip or Root?
And checkbox for "dependency cycle" to lag or not lag (refresh)?
I'll be glad for confirmation for 3 types wings on one where limit rotation is applied to Armature.A1 (-45 to 45 angle), Armature.A2(-90 to 90 angle), Armature.A3 (as central pipe joining: limit location on X axe). - I deleted multiply limitations steps to not do complicated situation.
If I doing this in wrong way, let me know, eg. if should use Separated bones.
I was available to separate the problem "fliping" to .blend file but around Limit Rotation. But the problem is going out to Constraint Track To problem I think, but not sure.
The remex_example.blend have
remex_example.blend
remex_example_off.png
remex_example_on.png
For me is no sense to fliping this, and can discover why this happening.
And if have parented object, bones, this made crazy stuff to"debug" problem.
Changed status from 'Needs Developer To Reproduce' to: 'Archived'
This is not a support forum. Since the problem with the Track To constraint has been clarified, this task can be closed.