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# 1 14-12-2003 , 03:06 PM
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Orient constraint a bone.

I know how orient constraint works for the most part but what I am trying to do is I have the joints of a hand and I have a cone that I want to use to orient constrain the hand to, so the hand follows the orientation of the cone. I have my hand skinned and in it's bind pose. I also have the cone in the position I want. Basically the cone lies in the palm of the hand, where objects would be held. The only problem is that when I orient constrain the joint to the cone the joint rotates to match the cone (good) and it is no longer in the correct pose (bad).

What I want is for the joint to already be orientated to the cone before I apply the constraint so nothing moves out of place. How do I go about changing the local rotation of the joint to a precise value, and how do I find out what that value should be? I can eyeball it but it is not exact, I would like to learn how to make it exact. Oh, also I froze the transforms of the cone so it's axis is in the default position. The image below might help explain this a bit. Thanks a lot.

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# 2 14-12-2003 , 08:26 PM
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I figured out how to do it. Here's how:

1. I had to group the cone to an object I don't care about, such as a null object.

2. I then took this null object, orient constrained it to the joint so it lined up with the joint.

3. I then wrote down the rotational values that the joint caused the null object to rotate.

4. I unconstrained the null object from the joint.

5. Then I rotated the null object the same number of degrees the joint caused it to rotate when it was constrained.

6. Then I orient constrained the joint to the null object, this caused the joint to be constrained but it did not have to rotate to get to the correct orientation.

7. Then I took my cone and made it the parent of the null object, so when I rotate the cone the joint moves as well.

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