Copy rot constraint does not update bone local axis for ensuing constraints/drivers #39456

Closed
opened 2014-03-27 13:51:47 +01:00 by Hadrien Brissaud · 9 comments

System Information
w7x64 gtx680

Blender Version
Broken: (2.70 release)
Worked: (optional)

Short description of error
I'm not sure what is going on here so the title might be misleading, apologies.
Drivers or constraints that affect location of a bone and come after a copy rotation constraint do not move the bone according to the constrained rotation (as if the bone was not rotated), even though drivers or constraints are set to local space and are arranged in correct order.
It can be worked around by using an offset bone (parent takes Z rotation, child moves on local Y) but one of the big upsides of Blender rigging system is that you don't need them (thanks to local vs. transform space).

I also noticed the units in the "transformation" constraint do not change along when the transformation type is changed to rot or scale (it stays in meters and centimeters).

Exact steps for others to reproduce the error
RotateZ the top bone (Bone.001), the small joint bone (Bone.002) should move along its local Y (constrained) axis, instead it just moves horizontally. In the example I used a transformation constraint but I tried with a driver on LocY and it's the same.

Hadrien

constraintLocalSpace.blend

**System Information** w7x64 gtx680 **Blender Version** Broken: (2.70 release) Worked: (optional) **Short description of error** I'm not sure what is going on here so the title might be misleading, apologies. Drivers or constraints that affect location of a bone and come after a copy rotation constraint do not move the bone according to the constrained rotation (as if the bone was not rotated), even though drivers or constraints are set to local space and are arranged in correct order. It can be worked around by using an offset bone (parent takes Z rotation, child moves on local Y) but one of the big upsides of Blender rigging system is that you don't need them (thanks to local vs. transform space). I also noticed the units in the "transformation" constraint do not change along when the transformation type is changed to rot or scale (it stays in meters and centimeters). **Exact steps for others to reproduce the error** RotateZ the top bone (Bone.001), the small joint bone (Bone.002) should move along its local Y (constrained) axis, instead it just moves horizontally. In the example I used a transformation constraint but I tried with a driver on LocY and it's the same. Hadrien [constraintLocalSpace.blend](https://archive.blender.org/developer/F82945/constraintLocalSpace.blend)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @hadrien

Added subscriber: @hadrien
Bastien Montagne was assigned by Sergey Sharybin 2014-04-10 19:15:31 +02:00

Added subscribers: @mont29, @Sergey

Added subscribers: @mont29, @Sergey

@mont29, you are one of few who're familiar with the bones. Is it something you can help with? :)

@mont29, you are one of few who're familiar with the bones. Is it something you can help with? :)

Added subscriber: @JoshuaLeung

Added subscriber: @JoshuaLeung

Would like to summon you here, Joshua! :)

As far as I know, the whole constraints are evaluated in the org objects’s space (that what makes BKE_constraint_mat_convertspace(), at least).

The same goes for transform (from drivers or fcurves), but this is to be expected (transform orientation only affects transform tools in 3DView, nothing related to animations or so here).

So all this looks more like internal limitation than bug, to me? Though I wonder a bit why not reusing cob matrix in case of constraints, when doing space conversions? That would make constraints behave more like a stack - and open yet another can of worms probably…

Would like to summon you here, Joshua! :) As far as I know, the whole constraints are evaluated in the org objects’s space (that what makes `BKE_constraint_mat_convertspace()`, at least). The same goes for transform (from drivers or fcurves), but this is to be expected (transform orientation only affects transform tools in 3DView, nothing related to animations or so here). So all this looks more like internal limitation than bug, to me? Though I wonder a bit why not reusing cob matrix in case of constraints, when doing space conversions? That would make constraints behave more like a stack - and open yet another can of worms probably…

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Closing as archived for now. Anyway, this is not a bug. Might be considered as TODO, but it would most likely break all existing files so…

Closing as archived for now. Anyway, this is not a bug. Might be considered as TODO, but it would most likely break all existing files so…

Thanks for the clarification Bastien.

Thanks for the clarification Bastien.
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Reference: blender/blender#39456
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