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See images below. There are 2 bones. Bottom bone is parent bone. Top bone is child bone. Child bone's Inherit Rotation Option is checked. Set Transform Orientations as Normal then rotate parent bone in Pose Mode and move it in y axis. Parent bones' location values has values in X location and Y location but If I move its child bone in Y axis, child bone has only 1 value in Y axis.

I know child bone's local coordination is changed when its parent bone is rotated, but Is there any way to change bone's local coordination without rotationg parent bone? If I rotate a bone and move it, it uses all XYZ locations, then it's really hard to know how I moved it.


I always use "Normal" mode in transformation orientations, this lets us move a bone based on its head and tail orientation = bone's normal orientation. This Normal transformation orientations keeps bone's head and tail integration and its deformation anchoring point.

Imagine the situation where you need to add keyframes. And rotate a bone 45 degrees in x axis and move it in y axis(in "Normal" transformation orientations). You need 3 keyframes to make this animation because location has x and y values because it is moved after x axis rotation but if it has 2 bones, you only need 2 keyframe, rotate parent bone in 45 degrees move child bone in y axis.

enter image description hereenter image description here

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  • $\begingroup$ Can you possibly include a screenshot of what your desired outcome would be? Reading your description and seeing these screenshots I'm not totally clear on what you're actually aiming for. $\endgroup$ Commented Jan 30 at 17:53
  • $\begingroup$ ok I added what I need to do. I will add more if you need. $\endgroup$ Commented Jan 31 at 1:11

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Simply add an Intermediate bone between parent and child, so that Child is child of Intermediate, which is child of Parent.

Now you can leave the parent untouched, rotate the intermediate, and move the child along its local axis.

In rigging this configuration is also known as "Socket".

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  • $\begingroup$ ok thanx. I do the same thing, Socket bone. Problem is I need to have 2 bones and keyframe them separately, so I would like to have 1 bone which has rotation keyframes and location keyframes. Seems we need to have Socket bone in blender at least. Other 3D applications like Maya needs it too? $\endgroup$ Commented Jan 31 at 18:31
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you need to disconnect the children bones before being able to freely move them.

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  • $\begingroup$ you mean bone's "connected" option? no it's not what I mean. I am talking about bone's local coordination when you move a bone in viewport with Normal transformation orientations. $\endgroup$ Commented Jan 31 at 1:15
  • $\begingroup$ it's really tricky to get what you want to achieve.Bone's local position(location) and local coordinate system are different things.Perhap you should try another trans orientation since bone has no normal. $\endgroup$ Commented Jan 31 at 2:04

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