last day (23 days later) » 

Tak
Tak
12:44
Hello my friend, how are you?
Tak
Tak
13:15
I have a question and I hope you could give me your useful and expert advice as usual
I have a mesh which is positioned in a certain location with a certain orientation. Then I have an animated armature. I wonder how I can rotate the armature correctly for the hips orientation in the last frame of the animation to match the orientation of the mesh
this is my file
I tried setting a locked track constraint for the hips targeting the mesh but it doesn't work. I'd appreciate your kind advice please as I always ask you when I try everything and you are my last resort
13:40
Hi,I hope I understand the question correctly-
Looking at the file, you can select the armature, switch into Object Mode and disable all transform locks on location and rotation of the armature object. Then you can position the armature how you want. The mesh will still follow and the animation should work also
Then the character should be correctly oriented in relation with the car door and enter the vehicle nicely. I don't see any problem with hips, they work fine for me.
Tak
Tak
14:06
@Jerryno Sorry, when I said Mesh I meant the car door mesh not the human mesh
so how I can rotate the armature to be oriented nicely with the car door?
I know this can be done by manually visualising and aligning the armature with the car door, but I'm planning to do this with python so that's why I tried constraints as I want to know how this can be done without having to adjust it manually, any advice?
or may be the way is to set the orientation of the car door to point to the empty orientation,...I'm not sure
@Jerryno like this is my full scenario: I import the car door which is located in the certain location in the scene. Then I import the armature. What I did in the beginning was to go to the last frame, create an empty between the armature knees and then add a copy location constraint to the door to translate it to a position near the hips, then add a locked track constraint targeting the empty.
The problem with this is that I want to export both the door mesh and the human mesh but in relation to the original location of the door mesh (which was imported) so that when I export both the door then import again the door mesh will be exactly positioned in the same place as the original one, while the human mesh will be positioned in relation to the door mesh.
This is why I thought of doing the opposite, instead of changing the door mesh I will change the armature location to be beside the door mesh then adjust it's rotation to match the orientation of the door mesh so when I export and reimport the positions of both the door mesh and the human mesh will be correct. Please let me know if something is not clear to explain better.
Tak
Tak
14:52
@Jerryno please don't forget to tag me so I can get notified once you post something :)

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