Closed AnityEx closed 3 years ago
Of course you cannot use an Active
rigid body with a bone controller... because the rigid body would be fighting with the controller: which one should be in control of the bone?
The point of Active
rigid bodies is that they are entirely controlled by the rigid body simulation, they cannot be controlled by you. If you want to be in control of the bones, then you must use Passive
rigid bodies.
So if you want to use Active
rigid bodies, then you must make sure that the bone is not controlled by something else (like a controller or constraint).
And of course you can combine Passive
and Active
rigid bodies in the same rig, that is completely fine.
understandable thanks a lot
I just released version 1.6.0. You can now create constraints between bones, which means that IK can now work with Active
bones. See the examples/IK.blend
file for an example.
So let's say you wanted to make the Rigify arm bones Active
. You would follow these steps:
DEF-hand.L
)Active
DEF-hand.L
) add a Constraint, and make the target DEF-forearm.L.001
Now the hand will act like an IK, so the arm will follow the hand (even though it is Active
).
Here is a Rigify.blend
file as an example. You can simply open it and play the animation.
I've tried apply this to a rigify generated rig and the most basic bone type is this wich makes just a bone controller over a normal bone, doesn't work