Armature Constraint¶
The Armature constraint transforms an “owner” object or bone based on the weighted pose transformations of one or more “target” bones. It’s similar to the Armature Modifier, which performs this operation for every vertex in a mesh.
Unlike the modifier, the constraint also uses bones whose Deform option is disabled.
See also
The Child Of Constraint is an alternative if there’s only one parent. Unlike with the Armature constraint, this parent can also be an object.
Options¶
Armature constraint.¶
- Preserve Volume
Prevents the owner from shrinking when the target bones rotate relative to each other.
- Use Envelopes
Uses Envelopes to weaken the influence of target bones that are further away. For best results, set the Weight of all bones to 1.0.
Note
Unlike the modifier, the constraint does not automatically detect nearby bones. Every bone has to be added manually.
- Use Current Location Bone constraint only
By default, the constraint uses the rest location of the owner bone to find nearby envelopes and B-Bone segments. This option uses the bone’s current location instead (so including the pose transformation and prior constraints).
Objects don’t have a rest location, so for them, the constraint always uses the current location.
- Add Target Bone
Adds a new entry to the Bones list.
- Normalize Weights
Normalizes the Weights in the Bones list so they add up to 1.0.
- Influence
How strongly the constraint affects the owner.
Bones¶
The list of target bones used to transform the owner.
- Target
The armature object containing the bone. Unlike the modifier, the constraint can use bones from different armatures.
- Sub-Target
The name of the bone.
- (Remove Target)
Removes the entry from the list.
- Weight
Weight associated with the bone. With the modifier, this weight would come from a vertex group instead.