View Full Version : Multi-Stage Hydraulics.
Larky 05-28-2004, 09:54 AM Hi all.
I'm working on a rig which has fairly comlicated legs. This is a three leg model, and each legs has 3 or more hydraulic sections which make the entire leg. I need to be able to select a control for the foot (like IK) and also have a control parented to the main body so the hi area follows the pelvis, and have each hydraulic section slide automaticaly. I have tried the bone method, with a single bone controlling the mid section, but that does not allow the slide of the centre section. I was thinking about expressions. Any ideas?
best.
Larky.
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Larky
05-28-2004, 09:10 PM
I kinda have it working with expressions, but it's not exctly perfect. Any help wit this woul be greatly appreciated.
Larky.
verbal007
05-29-2004, 03:03 PM
It hard to tell exactly what you're asking. Pictures would make it a TON easier to understand.
However, you said hydrolics... and when I hear that, I think about point/aim constrained cylinders. Have you tried that yet?
See attachment (move around Ik Handle to see hydrolics in action)
Hope this helps.
- Jeremy
westiemad
05-30-2004, 09:10 AM
jeremy imagine the hydraulics we did before, but add another cylinder inbetween those. Its a pain of a problem.
AnDy
verbal007
05-31-2004, 05:37 PM
Originally posted by westiemad
jeremy imagine the hydraulics we did before, but add another cylinder inbetween those. Its a pain of a problem.
AnDy
You mean like this? (see attachment for 3 mins of work) Not much different really. Hope I'm understanding the question correctly.
- J
westiemad
05-31-2004, 05:46 PM
pretty much, all the cylinders should fit inside each other, imagine and old telescope, but I guess thats no different to what you have :). Its got a twist on it for some reason, I must get back to playing with maya, oh the pain :). Good work m8.
Can you give me a brief idea of whats constrained to what, and hows your reel going?
AnDy
Larky
05-31-2004, 06:12 PM
Hi.
That is exactly what I am after, I thought I had it sorted the other night but my brain had indeed melted!
What is pointing at what exactly?
Many many thanks.
Larky.
verbal007
05-31-2004, 08:52 PM
No problem.
The easiest way to see it, would be to take a look at the hypergraph.
Basically it's the same as the first example I uploaded, but this one has an additional tube that is point constrained to BOTH locators and aim constrained to only one of them.
It's a beautiful day out and I've spent WAY too much time in this basement already. Besides... Movement (http://www.movementfestival.com/) is this weekend. ;)
If you need more details, PM me or somethin... but the hypergraph tells it all, and it's really fairly simple.
- Jeremy
Larky
06-03-2004, 08:59 PM
Hi.
Thanks for all the help so far. I can get it working the way you say, that isn't a problem, but I get rotation errors. When I tranlsate the bottom or top cylinder, the oppostie and the centre cylinder twists around Y. Locking attributes etc doesn't work.
Time for a beer!
Larky.
verbal007
06-03-2004, 10:15 PM
Ah... forgot to set that up. Go into the options for the aim constraint that is on the center cylinder. You'll need to change the "Up Vector". I recommend tying it to an object that is directly above it in the hierarchy...er... or abouve the objects that it's constrained to.
Try the elbow.
Hope this makes sense. Limited on time here... just came home to find my basement (room) flooded. Luckily my computer was on the opposite end... shuttin down for the weekend.
- Jeremy (the most unlucky SOB)
Larky
06-04-2004, 03:08 PM
Ahha! Many thanks dude.
Hope you get your basement sorted.
Larky.
EDIT: No, it still refuses to work! No matter how I tweak it I get small amounts of rotation. Such a simple problem, such a pain in the arse!
verbal007
06-06-2004, 04:16 PM
Originally posted by Larky
EDIT: No, it still refuses to work! No matter how I tweak it I get small amounts of rotation. Such a simple problem, such a pain in the arse!
Hmm... forgot to mention that you would need to change the Up Vector from Y to Z (put a 1 in the Z field and a 0 in the Y field). Here's the fixed example (see attachment) with a checkerboard textures so that you can see that the rots line up.
Ciao.
- Jeremy
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