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