Ah I see, thanks for the great info. I've got it so as I change one of the child bones, the other three mirror the transforms perfectly. However, now I've noticed that if I make a change to the transform of the parent bone, I must manually change all four parents. Changing the translation of the parent bone is useful for moving the local origin point of each child, so I can easily change the orientation of all keys in the animation at once. Is there a way to accomplish this mirroring on a parent level as well? I've tried creating a "grandparent" bone for each and created a similar transform constraint for the parents, but then this seemed to ignore the child transform constraint behavior.
Fainder написалI don't get how you manage the local transform... I ran countless tests, sometimes it works sometimes it doesn't and I can't understand what the deal breaker is :S
There's a window called "Axes" where you select if you want the orientation for a bone to be Local, Parent, or World. If you set the bone to point at a diagonal angle you should be able to see the X and Y red and green arrows changing orientation as you click Local or World. If you're doing a local transform as a constraint, make sure the "Local" box is checked and that the Mixer values are set to 100%.