As the title suggests, I can’t get the constraints to work properly, after reaching the maximum limit angle the bone shifts back at the original place. Here’s a screenshot.
According to the video, it shouldn’t pop immediately back in the original pose, but rather stop rotating.
After some testing I see that the problem starts when the maximum angle hits 180 degrees, after that it goes back in the minimum angle.
I’m not sure if it’s the solution but remember to change the “World Space” to “Local Space” in the bone constraint then the snapping won’t be so horrible
I did that and while it does let me move past the 180 degrees limit it still snaps back at the minimum angle the second I move past my maximum. From the videos I would have expected it to stay at the maximum angle until I reached the minimum by rotating the rest of the cycle, for example it should stay at 210 while I rotate past 210 and until I reach -30.
The random snapping on Mike’s lamp was resolved, since he didn’t upload it with local space and that was causing the lamp to snap at random points during rotation, just like it did in the lecture. My problem still remains, and it is that after I rotate past 180 degrees on the local axis of the bone, instead of it continuing the rotation and remaining stationary after maximum like it does in the video, it instead snaps back at the minimum angle. For example, if I set the minimum angle at -10 and maximum at 210, when I rotate past 180 it should keep going and stop at 210, but instead it snaps back at -10.
Ok, how are they incorrect? I ticked off the deform option but it still does the same thing. The upper bone didn’t have deform ticked but it behaved the same way.
The lower arm bone contraint on your model the max on yours is 210 for some reason.
Mikeys is set to 130.
What we are doing is setting you back to the values in the video so we can trace the issue.
I dont think the model is rotated and i am pretty sure when i looked all your bones matched the same rotation as Mikeys in the video as well.
Its worth checking it over as well to make sure all is well in it.
Okay i’ve had a closer look and whats happened is and i am not sure how but all of your bones are different armatures as well.
You need to unparent all of the mesh items in the scene, Delete the armatures and add a new one and extrude from the original head of the stem bone, Then reparent all of the mesh items to that armature.
I’m not sure how this has happened but if you look under each bone named you can see they are armatures of different numbers so this is why it is not working.
I’ve been working through the Character Creator course in 2.80 and ran into this same issue with the constraints snapping around when rotating past the constraints limits.
I’m including a link to the file, maybe looking at it will help you find a solution. I ended up moving on without finding a solution and the following lessons rendered finding one pointless.
So you’re telling me I spent 2 days trying to figure out why this is happening and it doesn’t even matter xD?
Dat smile on the skelly.
Yes, after looking at the model it has the same issue, as soon as the angle passes 180 degrees on the local axis it snaps back at minimum angle. But apparently that only happens if you set the maximum angle over 180 degrees. I tested the skeleton with a max of 120 and it behaves normally.