Is it possible to have an object anchored on to another object but their rotations to be independent of each other?
Hello everyone,
I am working on a project to create a motion capture suit with 12 IMUs. While trying to visualise my results using Unity3D, I found some hiccups. Firstly I tried to immediately make the rotations of individual bones in a rig be equal to each IMUs orientation. This did not work out... image below:
This is the result of keeping the T-pose(which clearly is not right here) and leaning forwards. I believe that the rig is too much sophisticated to propagate rotation and push it towards the child joint as well, but on the child joint I already have an IMU set with its own orientation in 3D space which breaks the concept I want to achieve. Therefore I was thinking of doing my own "rig" per say, which would avoid this issue.
What I want to do is have two rigid bodies connected at a point as an anchor but their rotations to be independent of each other (but their translations to be dependent to each other). For example the image below:
I want the anchor to be where i marked red. I tried using joints but for the life of me I cant figure out which joint to use (since rotation is the only thing I dont want to be affected) or how to set it up so that it does what I want it too. I am not so experienced with unity but any help or tip for guidance will be greatly appreciated.
Thank you in advance.
Answer by benji123abc · Jul 27, 2019 at 02:48 PM
I believe that using a Character Joint will give you the desired result. Out of interest, how did you connect that many IMUs to unity?
Your answer
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