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$\begingroup$ For your 3rd paragraph, I understand rotation gets me where I want, but that's what standard-rig human animation is already; i.e. to keep the head in place and move the body/pelvis, you place 3D cursor at the head bone and then use it as the pivot for rotation moving the pelvis controller. The disadvantage is I can not do any Location constraints (like child-of) to move that pelvis independently. If such a constraint is on the whole curve, it moves the head, defeating the purpose. Nevertheless, thanks so much for the thoughtful answer. It confirms the logical limits of what can be achieved. $\endgroup$Ryth Azhur– Ryth Azhur2022-05-14 05:46:35 +00:00Commented May 14, 2022 at 5:46
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1$\begingroup$ @RythAzhur The problem is that any constraints you use for that purpose are going to have to operate within another constraint, which is being constrained to the surface of the sphere, and none of Blender's tools are designed to satisfy that constraint in conjunction with another positional constraint-- they will override each other. You can duplicate your spline and chain to measure the exact length, and then damped track a bone with a limit distance (surface) constraint targeting your curve parent, but that's not going to be any easier to use, and is much more complex to set up. $\endgroup$Nathan– Nathan2022-05-14 05:50:05 +00:00Commented May 14, 2022 at 5:50
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$\begingroup$ Understood, thanks for the breakdown explanation. I'll fiddle with it and see what feels like the best workflow for my own animation style. $\endgroup$Ryth Azhur– Ryth Azhur2022-05-14 05:52:10 +00:00Commented May 14, 2022 at 5:52
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