![]() The control bone has a child bone, SW, which has a shrinkwrap constraint targeting our mesh object. The control bone is parented to the root bone. ![]() Obviously, you want it disabled in renders, and perhaps shuffled off to some collection full of control doodads that you don't want to always have to look at. This angle-limiting mesh is parented (bone relative) to the root bone. The angle limits are actually defined by a mesh- here, a slightly edited UV sphere. We start with a "root" bone (which, for an eye, would be your head bone). Or, you could do a single-bone IK, locked in Z and limited only in X, leaving the Y free.īut for you, especially since you're interested in non-circular shapes, I'd do it with a shrinkwrap constraint setup: There are other techniques for what you want here- for example, if you damped track a marker with a floor + limit distance (inside) constraint, you can constrain the rotation to a particular circle. (Think about how 180, 0, 0 is the same orientation as 0, 180, 180 and it becomes more clear that there is more than one way to reach any particular orientation, so Blender just picks one, which isn't necessarily the one you want.) A limit rotation constraint is never going to be very good for this, because 1) there isn't really any such thing as 3D rotation in 2 simultaneous axes and 2) the nature of Eulers and aliasing means that even if you're careful about your angles, the angles you input are not necessarily going to be the angles that get limited. ![]()
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