Constrain "Child of" moving child in opposite direction. #44994

Closed
opened 2015-06-08 04:07:32 +02:00 by Marcelo Varanda · 12 comments

System Information
MacBook Pro (Retina, 15-inch, Mid 2014)
OSX 10.10.2
NVIDIA GeForce GT 750M 2048 MB

Blender Version
2.74

Short description of error

  1. Bring a rig and rotate 180 degrees before creating a local proxy.
  2. Animate the rig.
  3. Add to the scene any object (ex: empty).
  4. Add a constrain "child of" targeting the a bone of the rig.
  5. Run the animation and the object with constrain will go to a wrong direction

Video: https://youtu.be/ZvYPhSgkrgU

Exact steps for others to reproduce the error

  1. Bring a rig and rotate 180 degrees before creating a local proxy.
  2. Animate the rig.
  3. Add to the scene any object (ex: empty).
  4. Add a constrain "child of" targeting the a bone of the rig.
  5. Run the animation and the object with constrain will go to a wrong direction

Video: https://youtu.be/ZvYPhSgkrgU

**System Information** MacBook Pro (Retina, 15-inch, Mid 2014) OSX 10.10.2 NVIDIA GeForce GT 750M 2048 MB **Blender Version** 2.74 **Short description of error** 1. Bring a rig and rotate 180 degrees before creating a local proxy. 2. Animate the rig. 3. Add to the scene any object (ex: empty). 4. Add a constrain "child of" targeting the a bone of the rig. 5. Run the animation and the object with constrain will go to a wrong direction Video: https://youtu.be/ZvYPhSgkrgU **Exact steps for others to reproduce the error** 1. Bring a rig and rotate 180 degrees before creating a local proxy. 2. Animate the rig. 3. Add to the scene any object (ex: empty). 4. Add a constrain "child of" targeting the a bone of the rig. 5. Run the animation and the object with constrain will go to a wrong direction Video: https://youtu.be/ZvYPhSgkrgU

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @MarceloVaranda

Added subscriber: @MarceloVaranda

I also have a related question:

In case we scale the rig before creating a local proxy the "Child of" object moves in wrong distance (grater if the rig was scales down). I am not sure if this is a limitation of Blender or another bug.

The problem is that it gets hard to share a same rig with different scenarios where some small scale is needed to adjust to the surrounding props (ex: bad etc). Sure the props and the entire scene could be scaled keeping the rig with no scale applied. But sometimes we have more than one rig in the same scene when them need to be scaled.
Thanks in advance.

I also have a related question: In case we scale the rig before creating a local proxy the "Child of" object moves in wrong distance (grater if the rig was scales down). I am not sure if this is a limitation of Blender or another bug. The problem is that it gets hard to share a same rig with different scenarios where some small scale is needed to adjust to the surrounding props (ex: bad etc). Sure the props and the entire scene could be scaled keeping the rig with no scale applied. But sometimes we have more than one rig in the same scene when them need to be scaled. Thanks in advance.

Added subscriber: @mont29

Added subscriber: @mont29

Please always attach a simple .blend file to help reproducing the issue.

Please always attach a simple .blend file to help reproducing the issue.

Fine, adding blend files as well as a video. Thanks Bastien.

Child_of_bug.zip

Fine, adding blend files as well as a video. Thanks Bastien. [Child_of_bug.zip](https://archive.blender.org/developer/F187533/Child_of_bug.zip)

Thanks, can confirm the issue.

Thanks, can confirm the issue.

Added subscriber: @Odom

Added subscriber: @Odom

I believe I am having a similar issue with this constraint, regarding a skinned mesh and controller meshes as the 'parent' to constrain the bones to.

Steps:

1: Create an armature with multiple bones in sequence
2: Position objects at each bone, applying rotation and scale.
3: Constraint each bone to each respective object
4: Parent the objects to each other in sequence
5: Rotate lower objects in the parent tree, and all bones in the tree will duplicate the previous bones rotation.

This occurs even with inherit rotation and scale turned off in the properties in each bone, which leads me to believe it may be a bug. This occurs in 2.75

If this is a separate bug, let me know and I'll post it on it's own.ConstraintBug1.blend

I believe I am having a similar issue with this constraint, regarding a skinned mesh and controller meshes as the 'parent' to constrain the bones to. Steps: 1: Create an armature with multiple bones in sequence 2: Position objects at each bone, applying rotation and scale. 3: Constraint each bone to each respective object 4: Parent the objects to each other in sequence 5: Rotate lower objects in the parent tree, and all bones in the tree will duplicate the previous bones rotation. This occurs even with inherit rotation and scale turned off in the properties in each bone, which leads me to believe it may be a bug. This occurs in 2.75 If this is a separate bug, let me know and I'll post it on it's own.[ConstraintBug1.blend](https://archive.blender.org/developer/F236213/ConstraintBug1.blend)

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2016-05-03 15:50:56 +02:00

Since this isn't a new bug and we're planing to re-work proxies and constraints for 2.8 i'd consider this a TODO and wouldn't spend time trying to solve the issue in old system which is gonna to be replaced.

Since this isn't a new bug and we're planing to re-work proxies and constraints for 2.8 i'd consider this a TODO and wouldn't spend time trying to solve the issue in old system which is gonna to be replaced.
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Reference: blender/blender#44994
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