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My tail rig uses hook modifiers on a nurbspath, and the deform bone chain has a splineIK constraint to flex and follow the nurbspath when it's being posed. I put copy rotation constraints on my tail rig's animation control rings, so they tilt and point towards the end of the tail.

The tail rig, showing the deform bones and animation bones.

But I think there is some sort of dependency cycle happening that I don't know how to fix.

When I press Alt + R and Alt + G to set the bones back to their rest position, the tail is still floating away from the controls. Until I repeat the same commands or do any other command in Blender after. Almost like a delay.

The splineIK bones that the animation rig controls continue to float after resetting the animation controls.

The splineIK bones going back to their rest position after repeating the command or doing any other command in Blender.

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  • $\begingroup$ Hello it's probably a circular dependency, why did you give a Copy Rotation or Copy Rotation to your empties with the bones as targets? The empties are supposed to control the bones, not the opposite $\endgroup$ Commented Apr 16 at 7:42
  • $\begingroup$ I don't know. I'm just trying to figure out a way to have my animation control bones rotate with the tail without causing this problem. They don't NEED to rotate, but it's a good visual indicator when animating. $\endgroup$ Commented Apr 16 at 22:55
  • $\begingroup$ But these bones are supposed to control, not be controllef, i guess this is the problem here $\endgroup$ Commented Apr 17 at 7:00

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