[3.6.2-constraints.4] Activating a specific Z axis constraint breaks some other constraints
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I have a specific transform "hind.hips (1)" with a Z-axis locked rotation constraint on it, when the constraint is activated, either that transform's children all get their constraints messed up, or all the constraints using those children as Sources get messed up. (I can't tell which).
When I activate this specific constraint as a full XYZ rotation constraint, I get bugged behavior until I disable and reactivate all the affected constraints. I also get this "softbugged" behavior if I move this transform's children out from under it and put them somewhere else, and/or if I delete this transform. (This is fine to do with other transforms, under other circumstances.)
Here's a link to a very short video of expected behavior (problem constraint is not activated), versus after activating it: https://youtu.be/t0wkg7Czw84
This is the most severe version of the bug; I occasionally have to disable and reactivate my hind leg constraints because they start smoothly swinging my back legs forward the further my hindbody twists, which I assume is related. They are fixed after reactivating, though.
Avatar id "avtr_779af69b-cf5d-47d6-a618-d4e8b94cf3b2" is the avatar uploaded without the constraint activated.
Avatar id "avtr_e6fc122a-c721-463f-b249-6caa757df212" is the avatar uploaded with the bugged constraint active.
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StormRel
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Is this still occurring after the latest update?
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Changing the rotation of hind.hips (1) and moving its (constrained) children back under it also makes them flip out just from behind moved. I don't think I'm doing something THAT unreasonable, and I definitely don't think constrained children should be breaking based on their parent's orientation or whether/how their parent is constrained.
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That said I remember having a million really weird problems with classic constraints when I was capturing Hips rotation the first time around with them, so the VRChat Team may simply have achieved parity. :/