Found in the Animation and Rigging menu sets.
Creates a parent constraint.
To open and change the Parent Constraint Options first, select Constrain > Parent > .
See also Create a parent constraint.
Creates a point constraint.
To open and change the Point Constraint Options first, select Constrain > Point > .
See also Create point constraints.
Creates an orient constraint.
To open and change the Orient Constraint Options first, select Constrain > Orient > .
See also Create orient constraints.
To open and change the Scale Constraint Options first, select Constrain > Scale > .
See also Create scale constraints.
Creates an aim constraint.
To open and change the Aim Constraint Options first, select Constrain > Aim > .
See also Create aim constraints.
Creates a pole vector constraint.
To open and change the Pole Vector Constraint Options first, select Constrain > Pole Vector > .
See also Create a pole vector constraint.
Creates a rivet, which lets you create locators that attach directly to a deforming mesh. Useful for generating a locator by selecting a face, point, or UV in the scene.
See also Create a Rivet.
To open and change the Closest Point Constraint Options first, select Constrain > Closest Point > .
See also Closest Point On Options.
To open and change the Point on Poly Options first, select Constrain > Point on Poly > .
See also Create Point on Poly constraints.
To open and change the Geometry Constraint Options first, select Constrain > Geometry > .
See also Create a geometry constraint.
To open and change the Normal Constraint Options first, select Constrain > Normal > .
See also Create normal constraints.
To open and change the Tangent Constraint Options first, select Constrain > Tangent > .
See also Create tangent constraints.
Two utility nodes, uvPin and proximityPin allow transforms to follow geometry. They offer better performance than the follicles or pointOnPoly constraints they replace and give you better control over how a transform can follow a surface. These nodes use a Matrix transform to offer procedural editing of coordinate systems.
Both nodes work with either meshes or NURBS surfaces and one instance of a node can also be re-used to drive multiple transforms with the same settings. See Matrix constraints for more.
To open and change the Remove Target first, select Constrain > Remove Target > .
See also Remove a target object.