aside from the copy and limit transform constraints.
The transform constraints also include limit distance,
maintain volume and transformation constraints
keep in mind that all constraints and concepts
in this video also apply to bone constraints.
The transformation constraint is the biggest one we should talk about.
This is a very powerful constraint that helps map
certain transformations to affect other kinds of transformations.
For example,
in the copy location constraint we can have the location of
one object affect the location of another object pretty easily.
Same with copy, rotation and copy scale.
However,
if we wanted to use the location of one
object to affect the rotation of another object,
we wouldn't be able to do it with those constraints.
These are two different transformation channels.
However, with the transformation constraint we can do just that.
Let's go ahead and add this constraint to our monkey object.
Now these settings look a bit intimidating but it's pretty simple
to tinker around with once you understand what it does.
The source section of the constraint settings refers to the target object settings
here you can choose what type of transformation you
want to listen to from the target object.
This includes lock rot and scale.
And the destination section of the
constraint settings refers to the constrained object
here.
You can choose what type of transformation to effect for the constrained object.
The source to destination mapping section lets you choose which access
of the target object affects which axis of the constrained object
and the X, Y and Z values you see in both sections
is for setting a ratio of movement between each object.
This is where the magic happens.
So let's say very simply that we want every 10 m of
the target objects location to drive 90° of the constrained objects rotation.
We can do this by changing the transformation type in our constraint settings.
Our source or target object is already set to location.
So we'll make sure to set our destination object to rotation.
Then we can simply change the max value of the X-axis to 10 m for the source.
And to make sure that these 10 m will rotate the X.
Axis of the constrained object 90 degrees. We can change the max value of the X.
Axis to 90 degrees for the destination.
And now as we move our target object along the X-axis,
you can see that the constrained object is rotating a maximum of 90°.
Now let's say we wanted to drag our
cube further while still affecting our monkey object.
Well, to do that,
maybe we can say every 20 m will rotate the
constrained object 180°, giving us a bit more leeway.
However, that's not really practical as we'd have to go on forever.
Multiplying redundantly until we're confident the range is what we need.
No.
Instead we can simply keep our 10 m to 90° ratio
and go to the top of our constraint to check the extrapolate option.
This will extend our ratio infinitely and allow us to go past the
limits of the men and max but maintained the same ratio of transformation.
Now, if we wanted to have the wide location of the source object affect the X axis,
rotation of the constrained object.
We would just need to change the source to destination mapping here
instead of X to X. We can change this first value to why
And yes,
you can have the same source transformation access
drive to destination transformation axes if you like.
And then we would simply need to change the maximum y value to complete the ratio.
This should give you a fundamental
understanding of the transformation constraint.
The limit distance constraint is pretty self explanatory,
similar to the limit location constraint.
This constraint takes the input of the user
to restrict movement of the constrained object.
However, additionally it also takes in a target object to use as reference.
This allows for the user input to set the max distance. The constraint object can be
from the target object at any time.
In other words, you get to put the object on a leash
but you can also invert the effect by
changing the clamp region from inside to outside.
This makes it so that the constrained object cannot
come within a certain distance of the target object,
which makes it feel more like a force field instead
and the final clamp region option on surface
will force the object to keep the distance a constant,
not allowing it to get further or closer to the object than the distance set.
The maintain volume constraint prevents objects
from freely changing their scale.
Typically when scaling an object,
the volume of your object gets increased for free.
However, with maintain volume
it restricts you from gaining free volume,
forcing your object to bend and contract while scaling
just like a real volume. Would
if forced to change size.
However, the volume input value is a world value,
therefore you'll need to know the neutral volume of your mesh.
I hope this helps you understand more of how the transform constraints work.
Feel free to experiment or read more about them in the documentation,
in the description down below.