How to create stacked rotation with bones? (similar to array mod with object offset) I'm trying to achieve this kind of stacked rotation that you would get when using an array modifier on an object and having the offset controlled by another object.
This is for a spine of a character. I want to be able to rotate the hip (torso) bone and have every children bone rotate increasingly more compared to hip bone.
Another way to look at it would be that every children bone would have the same rotation value in relation to children's respective parent. But because every parent (except the first one) is also a child, the rotations would stack.
Here is a video demostrationg the effect achieved using array mod and obj offset
https://youtu.be/1Dm_htzlVrM
Using &quot;child of&quot; constraint:

Add the constraint to each of the bones, using &quot;set inverse&quot;, relatively to its parent:

Tune the influence to be progressively decreased: 100% for the first then 75, 50 and 25 (as 4 bones in my example).
Notes:
-will work under some limits, because if too much rotation the last bones will turn over the constraint limits.
-scales are progressive too (like array modifier)