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Multiple selection with the aim tool currently assumes the first object in your selection is the driver, like a locator, and bakes it to track the motion of the 2nd object along the chosen axis. If there's more than 2 objects selected it just works on the first and second.
I wasn't able to repro the aim not being completely setup though. When I selected 2 controls, like the left and right ear, the first one is baked and the 2nd one follows it. Though visually it breaks the first ear pretty well since it got way out to follow the 2nd ears axis.
I'd be curious to brainstorm with you how this could work with multiple objects. If it creates a locator to drive all of them, how should the locator bake. And how to have it distinguish between whether or not it should create the driver locator when you have multiple object selected.
Wanted to chime in here, one of the major uses I have for aim constraints is running it on a large fk chain then grabbing all of the targets and offsetting how they move with the graph editor. So having the aim constraint give each selection a world space target without one driving all others would be nice. It would save me individually selecting and applying them.
If you run the aim tool on multiple selected controls, it doesn't work as expected.
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