#copyrotation

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Animate Mew’s Entire Tail with One Bone | Blender Copy Rotation Tutorial No need to pose every tail bone on every keyframe. Set up Copy Rotation constraints once, then control the whole tail by rotating just the first bone. Here’s how: 1. Leave the first bone unconstrained as the controller. In Pose Mode, select the second tail bone and add a Copy Rotation constraint in Bone Constraint Properties. 2. Set Target to your armature, and Bone to the previous bone in the chain. 3. Set both Target Space and Owner Space to Local Space, so each bone copies the previous bone’s local rotation. 4. Select the next bone, then Shift-select the bone you just constrained so it becomes the active bone. Press F3, search for “Copy Constraints,” and choose “Copy Constraints to Selected Bones.” 5. Select only the newly constrained bone and change its constraint’s target bone to the one immediately before it. 6. Repeat down the tail until all the remaining bones are set up. You only need to configure these constraints once. 7. To animate, keyframe only the first bone: press R to rotate and I to insert a keyframe. Move to another frame, rotate it again, and insert another keyframe. Hit play, and the whole tail follows. A few things the video doesn’t cover: This tail has 12 bones. Each one copies the previous bone’s local rotation, so the rotations accumulate along the chain to create the overall curve. Check the bones’ local axes and roll before setting up the constraints. Their rotation axes need to line up consistently, or the tail may twist. The opening comparison, showing the tail posed one bone at a time, was generated with a script. The constraint setup, manual bone rotations, and keyframing shown afterward are real operations, with some sections sped up. The Mew model was generated with Tripo AI. The tail rigging, constraints, and animation were created in Blender. #Blender #BlenderTutorial #Rigging #CopyRotation #Animation #Pokemon #TripoAI

ProfessorOak

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