Written by FishB8 the 12 Jun 08 at 20:17.
Category: Animation.
Status: New
Description
With this constraint added to a bone, it would work to pull the the head and tail together.
The purpose behind this is that with some more complex armatures, I end up with an IK solver that sets the location of the bone. But in some situations there is more than one correct solution to the IK, and in this type of situation, where the bone is placed within this correct range of correct IK values, is usually determined based upon how the bone was previously placed. (Sounds a little odd, but I can produce armature setups demonstrating this)
This is not always the desired solution though, and a "tension" constraint, would work to pull the bones into the preferred orientation.
It would be a lot like the stretch constraint, in that the bone would stretch to meet it's target, but would provide tension between the head and tail to try and pull them towards each other.
The tension level could be constant, or proportional to how far it is stretched, sort of like a rubberband. (I guess it would also imply variable influence in this case)
Negative values for the tension would work to push the head and tail apart.