Pivot Constraint¶
The Pivot constraint makes an object or bone rotate around a point other than its origin. This can be a point that’s relative to the same or another object/bone, or a point that’s fixed in space.
Options¶
Pivot constraint.¶
- Target
The object or bone to use as the pivot point. Can be left empty, in which case the pivot point is either relative to the constraint owner itself or not relative to anything (fixed in space).
- Use Relative Offset No Target set
Whether the Pivot Point coordinates are relative to the constraint owner or absolute in the world. If a Target is set, the coordinates are always relative.
- Pivot Point X, Y, Z
The coordinates of the pivot point.
- Rotation Range
Euler axis and direction for which the constraint should be active.
- Always:
Apply pivoting for every possible owner rotation.
- -X/-Y/-Z Rotation:
Only apply pivoting if the owner’s X/Y/Z rotation is negative or zero.
- X/Y/Z Rotation:
Only apply pivoting if the owner’s X/Y/Z rotation is positive or zero.
- Influence
How strongly the constraint affects the owner.