To edit tangent constraint attributes with the Attribute Editor
After you’ve created a tangent constraint, you can add more target objects for additional control over the constrained object’s orientation. Adding more target objects is similar to creating tangent constraints.
To add target objects for target constraints
After you’ve created a tangent constraint, you can remove any of the target objects so that the objects no longer constrain the constrained object. Removing target objects is similar to adding target objects.
Note that when you remove a target object, you also remove any animation curves attached to the constraint object for that target object.
You can also remove specific axes from a constraint. For this procedure, see Remove a target object.
A target object’s weight specifies how much the orientation of the constrained object can be influenced by a target object. The weights are attributes of the tangent constraint. For each target object, an attribute named targetObject Wn is included that specifies the weight of each target object. By default, the weights are set to 1, which gives each target object an equal influence over the constrained object’s orientation. However, you can change the weights so that some target objects can have more (or less) influence than others. You can change target object weights with the Channel Box or the Attribute Editor.
To change target object weights for tangent constraints with the Channel Box
To change target object weights for tangent constraints with the Attribute Editor
In certain situations, a constrained object can rapidly roll about its aim vector. Rolling effects can happen when the aim vector approaches or points in the same direction or in the opposite direction as the up vector. For more information, see Rolling effects.
You can avoid rolling effects by keeping the target vector clear of the world up vector’s direction. For example, if the world up vector points in the direction of the scene’s world space Y-axis (the default), you would try to avoid having the positive or negative Y-axis point in the same direction as the target vector. You could move the target object(s) as needed, or perhaps change the target object weights so that the target vector does not get to close to the Y-axis.
However, if your animation makes such avoidances impossible, you can prevent rolling by changing or animating the world up vector.
To change world up vector for tangent constraints with the Attribute Editor
To animate the world up vector for tangent constraints with Channel Box
In certain situations, a constrained object can become motion history dependent. For more information, see Motion history dependence effects.
You can control motion history dependence by making sure that the aim vector and the up vector do not point in the same direction. If they are pointing in the same direction, the best way to prevent motion history dependence is to change the up vector’s direction. You could also change the aim vector, but it’s likely that you choose the aim vector so that the object aims in a particular way.
Additionally, if the tangent constraint’s World Up Type is set to None, the constrained object can be motion history dependent.
To change up vector or aim vector direction for tangent constraints with the Attribute Editor
To change the World Up Type attribute for tangent constraints with the Attribute Editor
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