Wire parameters. Select object A, right click, wire parameters, choose animation track you want to couple (in your case transform -> position -> X), next select the object's B transformation (in your case transform -> position -> Y)
1. The analogue of the "keep initial offset" checkbox. So, object B don't jump after I create the connection.
2. The connection to be relative to the object A local coordinates. So, If I rotate the system, local A's X still move B along local A's Y (or local B's Y since they will be rotated).
Example: Flower's petals opening. I want to move one object which would affect each petal to open in the direction its orientation dictates. And this should work, no matter where the flower look at.
When creating the connection you can actually do something with the incoming value. In the wire floating window, on the bottom. Say you subtract current position of B from incoming A.
I don't know about the local coordinates, would have to check it :/
Ok, found a solution by constructing a system of splines, path constraints and reaction manager dependences. And it's a funny thing, we can create complex mechanical systems, controlled by something simple, like 1 object. And those systems won't be ruined if we need to rotate them.
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I want an object to have a special kind of position constraint on another object.
I want object A to move along X axis as a reaction to the object B movement along Y axis.
How to do this?
@Zolden: Go
Wire parameters. Select object A, right click, wire parameters, choose animation track you want to couple (in your case transform -> position -> X), next select the object's B transformation (in your case transform -> position -> Y)
@Leruster: Go
Thanks, this worked.
Now I want 2 things:
1. The analogue of the "keep initial offset" checkbox. So, object B don't jump after I create the connection.
2. The connection to be relative to the object A local coordinates. So, If I rotate the system, local A's X still move B along local A's Y (or local B's Y since they will be rotated).
Example: Flower's petals opening. I want to move one object which would affect each petal to open in the direction its orientation dictates. And this should work, no matter where the flower look at.
@Zolden: Go
When creating the connection you can actually do something with the incoming value. In the wire floating window, on the bottom. Say you subtract current position of B from incoming A.
I don't know about the local coordinates, would have to check it :/
Ok, found a solution by constructing a system of splines, path constraints and reaction manager dependences. And it's a funny thing, we can create complex mechanical systems, controlled by something simple, like 1 object. And those systems won't be ruined if we need to rotate them.