First off, a little background:
Alright, one of my recent projects is that I’m creating a custom character droid that has legs like BD-1. It isn’t necessarily meant to look like BD-1, just have backwards-jointed mechanical legs. I made it so I can practice using inverse kinematics and learn more about IK and how to use it. Currently I’m starting off with a module before creating my own that allows me to use IK on the legs while still taking into account joints like motor6d and constraints with rotation limits.
The Problem:
I was rigging the character model with constraints and while editing the properties of a BallSocketConstraint and it’s attachments I couldn’t find the proper setup to achieve what I want. I’m new to constraints and only started learning a few days ago about them. After messing around for about an hour, I’ve achieved an understanding of the properties of constraints and attachments. However, despite this learned knowledge I still can’t achieve what I want. I am unsure of whether or not it’s because it is not possible with a BallSocketConstraint
, I don’t understand what I need to do, or if there is another constraint I need to use instead. I haven’t learned about each constraint yet, so it very well may be the last one. The only constraints I believe I understand are BallSocketConstraints, HingeConstraints, WeldConstraints, and PrismaticConstraints.
Also, I have not found any helpful articles or similar request on either the DevHub or DevForum.
What I want to achieve:
I want to be able to rotate a robotic hip on all three axes and have its rotation limits set to different values for each axis. I want to achieve something similar to what I can show below:
Parallel to the body/head of the robot with limitations:
Conical rotation limitations for each axis that rotates perpendicular to the surface of the head/torso of the robot so that the upper leg doesn’t clip inside the robot: