Page 1 of 1

Hat bone... translate constraint to hand bone?

Posted: Sat Sep 03, 2005 7:34 am
by heyvern
I have a hat... that is part of the face layer.

The points of the hat are assigned to a hat bone.

I would like to key the hat bone to the hand bone so that when the hand goes up to the hat... and comes back down the hat goes with it.

I tried the translate constraint thingy but... the hand bone doesn't really "translate" since it is moving as part of the arm set up. The hand bone really only rotates.

Is there any way to pull this off?

-Vern

Posted: Sat Sep 03, 2005 10:08 am
by Nolan Scott
You might have to create two "Hat-Layers"
One for the Head - One for the Hand
and switch visibility when needed.

Cheers
Nolan

Posted: Sat Sep 03, 2005 10:36 am
by jahnocli
...another way of doing it is to have a switch layer for the hand -- one hand with the hat(say, hand 1), one without(hand 0).

As hand 0 starts to pick up the hat, make the original hat invisible, and switch to hand 1. Voila! Hand picks up hat.

J

Posted: Sat Sep 03, 2005 6:08 pm
by heyvern
Okie dokie.

I was going to do the "two hats" trick, just wanted to make sure I hadn't missed something.

I have only been using Moho about a week.

I suppose that could be a feature request... translation constraint follows the "virtual" translation as well as the "actual" translation of a bone.


-Vern

Posted: Sun Sep 04, 2005 6:55 pm
by heyvern
Hmm...

Here's what I ended up with...

I had to use 2 "hat" layers with two identical hat bones and one extra "face" layer without the hat.

1. Face/hat layer... hat has two shapes... like in the "fish hook" technique sample... to fit over head/hair, in front and back.

2. Hat in hand layer... invisible till hand reaches the hat. The bone for this is parented to the hand.

2. Face without hat layer. As the hand starts to bring down hat, need to hide the original face/hat layer... and show just this face hair layer.

This is so cumbersome, that I plan to go with just key framing ONE hat bone that moves the hat on the ONE hat face layer to match the hand/arm rotation.

I am trying to imagine the usefulness of the bone translation constraint. If you use bones to rig a body, a translate constraint can never be used since none of the bones translate...

It seems to me that a "translate/rotate" constraint combo is desperately needed. This is the one two combo that could be used quite a bit... a hand picking up an object and putting it down... with these two constraints this would be very simple... without it you need to create extra copies of layers and key frame visibility...

I am a very new user... I need to play with this some more... an idea popped into my head I need to check out... instead of rotating the arm to the hand... lock the bicep bone and TRANSLATE the hand bone...

...hmm

Vern

Posted: Mon Sep 06, 2010 8:57 pm
by meltedtoons
wow, how the hell did I stumble on to Vern's oldest posts :P

Posted: Mon Sep 06, 2010 9:36 pm
by funksmaname
lol - it's so strange to see posts from vern where he's actually asking something :D

Posted: Mon Sep 06, 2010 9:56 pm
by meltedtoons
lol - it's so strange to see posts from vern where he's actually asking something
lol

Posted: Tue Sep 07, 2010 3:27 pm
by F.M.
I thought Vern had gone senile, until I saw the date of that post!