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I'll define some names for simplify my explanation:
In few words, what you have to do is have the PBone that we're gonna call it "Steve" (name it as you want) and the NBone that tells to PBone where it cannot go over, which NEEDS the same name of the <target PBone>+"_planeNormal", so in this case is called Steve_planeNormal.
NBone uses its Y or Z axis (depending on the software) to make an invisible wall.
In the screenshot I linked above, you can see an example of a NBone (is selected), in my case Blender asks for the Z axis to do its work:
The PBone can go ONLY on the +Z of the NBone, everything else is a wall, think as the NBone as a wall and the PBone is a chain attached to this wall.
Here's a 2D section of what I'm trying to say: LINK[i.imgur.com].
The Z+ area is defined only by the ROTATION, NOT by the location of the NBone, it can be anywhere in the 3D world, only where the Z Axis points is considered by Facerig about this bone.
The PBone as far as I know, can have only a child bone, that can be named as you wish, I'll name it "George", it helps to make a more "organic" movement of the prop.
PBone and its ChildBone can be weighted as you wish to give the Prop better deformations.
Bone Hierarchies I tested and found working are these:
- <SomeBone>
- <SomeBone>
Look that in the second test the PBone and the NBone are siblings.∟Steve [PBone]
---∟George
------∟Steve_planeNormal [NBone]
∟Steve_planeNormal
∟Steve
----∟George
Hope it helps.
Hi, we're sorry it took so long, but our artists had to investigate your issue thoroughly. You should see an e-mail in your inbox. :)