My problem is that I have two teams of 7 that I would like to place and move about on the inner surface of a cylinder. So, to make my life a little easier, I did the following:
-Made 14 "pointer" bones for the cylinder.
-Made a Constrain to Surface constraint with a separate pointer bone assigned to each player.
Now, I wanted to deal with laying people out on a flat version of the cylinder's surface (just easier to think that way), and so I made up 14 nulls to place on a control grid. This control grid related the location of the null relative to its surface to the pointer bones via two Expressions:
CODE
(..|..|..|..|..|..|BlueTarget1.Transform.Translate.X-..|..|..|..|..|..|Shortcut to ControlBoard.Transform.Translate.X)/88*360/2.54-180
CODE
(..|..|..|..|..|..|Shortcut to ControlBoard.Transform.Translate.Z-..|..|..|..|..|..|BlueTarget1.Transform.Translate.Z)*10
So, the end result is that when I diagram the positions of players on my 2d grid, they appear at the appropriate part of the cylinder.
