Bones acting weird when setting up angle constraints

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striker2311
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Joined: Wed Aug 26, 2020 3:55 pm

Bones acting weird when setting up angle constraints

Post by striker2311 »

When I'm setting angle constraints for a bone for 20-0 degree it is acting weirdly it is directly moving to its extreme position and the bones to which that bone is parent are also rotating very fast then usual. I am not able to understand what to do I've already checked all the settings but everything's fine and if I'm removing angle constraints from that bone it is moving again smoothly.
Please help me.
[img]C:\Users\USER\Pictures\Screenshots\Screenshot (303).png[/img]
[img]C:\Users\USER\Pictures\Screenshots\Screenshot (304).png[/img]
[img]C:\Users\USER\Pictures\Screenshots\Screenshot (305).png[/img]
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Greenlaw
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Re: Bones acting weird when setting up angle constraints

Post by Greenlaw »

Hi,

We can't see your example images because they're on your local computer. You will need to upload the images to an online image server or a cloud storage service, and insert the links in your post.

Without seeing the examples, I'm not sure I can help, but here's some basic info about using Angle constraints that might help answer your questions...

When you first enable Angle constraints for a bone, the current angle of the bone at frame 0 is considered 0 degrees, and the two constraint angles are measured to either side of the bone.

By default, the constraints are -70 degrees (clockwise) and 70 degrees (counter-clockwise.) Changing either constraint value will change that constraint angle, and the associated line will rotate to reflect this.

Be aware that the constraints work when you're on a non-zero animation frame. This is because frame 0 is your setup frame, not an animation frame. If you rotate the bone while frame zero, the constraint's 0 position is always relative to the direction the bone is pointing, and the constraint angles will rotate with the bone.

When you rotate the bone on animation frame, the rotation will stop when it reaches one of the constraint angles.

There is an exception to this rule: If you use the Manipulate Bone tool while holding down the Alt key (as opposed to using Transform Bone), you can test the constraint at frame 0. This the way to quickly check how the constraint works without leaving frame 0.

Hope this helps.
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Greenlaw
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Re: Bones acting weird when setting up angle constraints

Post by Greenlaw »

One more thing: I think what throws many new users off is that the first field for Angle constraints measures off from the 'left' side of the bone, and the second field measures off from the 'right' side of the bone. Visually, this can seem counter-intuitive.

TBH, it still throws me off, and I've been using the program for several years. When I first enable it, I sometimes need to temporarily change one value so I can tell which side it effects.

So long as you're aware of this, you should be okay.
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