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Resolved Animation Rigging - Parent/child rotation with multi-aim constraint

Discussion in 'Animation Rigging' started by lcompton, Jun 1, 2023.

  1. lcompton

    lcompton

    Joined:
    Mar 31, 2018
    Posts:
    102
    I have the following transform hierarchy...
    • hand.R - part of the armature, controls the hand portion of the mesh
      • palm.R - added to simplify weapon/tool attachment, has different position/rotation from hand
    A weapon is parented to "palm.R" and a Multi-Aim Constraint is in place that aims "palm.R" at an aim target transform.

    That works fine, but I want "hand.R" to follow "palm.R" as the aim target changes. I haven't found the right combination of rigging constraints to make this happen. I could use some suggestions about how to accomplish this.

    • Unity 2022.3.0
    • Animation Rigging 1.2.1
     
  2. lcompton

    lcompton

    Joined:
    Mar 31, 2018
    Posts:
    102
    I figured it out. The problem was that I wanted both the weapon and the hand to move as the aim target was moved, but I couldn't get them to move correctly via one Multi-Aim Constraint and one Multi-Rotation Constraint. The solution was obvious... have two Multi-Aim Constraints, one on the hand and one on the weapon (technically the transform the weapon is parented to). If the hand constraint is resolved first, everything is harmonious.

    Hopefully this will help someone. Cheers.