• Editor
  • Combining Path constraint with Transform Constraints

I'm trying to create a limited cloth-like effect (I'm animating a marquise).

To do so, I want the "cross bones" (The horizontal ones) to stay stuck to the tips of the "path bones" but without rotating. I need the cross bones to stay level.

So far so good, but now, when I modify the path, the child bones end up way outside of their parent bones.

I have tried:
• parenting the bones directly (with inherit rotate disabled)
• Transform constraining them (That match button is golden) mixing only translate to 100.
• Re-ordering the transform constraints VS the path constraint

And came up with something like this in all cases:

In my mind, the hierarchy I need is:
Bezier curve

  • Constraint telling bones to follow curve
  • -Bones that follow curve
  • - -Cross Bones that are children / transform constrained to curve following bones
  • - - -Mesh Image bound to Cross bones

Would anyone know a better setup than the one I'm attempting?

TL😃R I'd like constraints to target "computed position after all other stuff is done" rather than what's happening now.

Related Discussions
...

I think you are making it more complicated than necessary by using different bones for the cross bones. Constrain your bones along the path, then use a transform constraint with all mixes set to 0, except for rotation which is 100:

Image removed due to the lack of support for HTTPS. | Show Anyway

Here's the project, which works with 3.4.02+:
http://n4te.com/x/750-cloth-path.spine

If you really need the bones along the path, create a second set of bones and a second path constraint.

Yes! that looks perfect 🙂 Thank you!
I'll report back once I'm back at work Tomorrow 🙂

Is TransformConstraint necessary here? Can't you just set the Rotation Mix to 0 on the PathConstraint?
Or did you also need a separate set of bones to point along the path? Did you need the horizontal bones pivot to be off the path? If they never rotate or scale, the pivot position wouldn't matter, right?

Ah Pharan is right of course. Zero rotate mix and don't need a transform constraint (just rotate all bones to world 0 degrees).

Ok, I see I should have the animation lose energy faster.

Thanks for the support! 🙂

I love it! It's a very clever use of path constraint. 🙂

thanks! 🙂

This is the context:

The progress bar is a mesh with a UV animation, the coins and blue block plain unity animations.

Wah, nimbling, this is so cute! Thanks for sharing the technique with us x)