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wowbaggin
04-03-2005, 07:09 PM
Does anyone know a way to essentially have two pivot points for an object?

I'm doing a rough animation for an animatic of some moving army men (i.e. the little green plastic kind.) I'd like to keep the entire model rigid, so figured I'd use two pivot points on the base (one by each foot) and it would just swivel back and forth for "walking."

I've tried parenting a dummy, but then when I turn it about it's actual pivot it's not lined up anymore.

I'd rather avoid rigging and skinning the whole thing, though perhaps I can just rig the base... Anyway, if anyone has any ideas please let me know.

Thanks


Oh, I'm using Max 5, by the way. But would also be interested in learning a solution in Maya.

kevinw
04-04-2005, 04:34 AM
Well in Maya I would set up set driven keys. You could have "rotate left" and "rotate right" and then key it from there. You could alson add "rotate forward" and "rotate backward" for a bit more control.

Not sure if max has a similar tool to set drivens? I haven't been in that world for a long time. You could use the morph tagets I guess? Set up your morph targets the same way as the set drivens.

Anyway just a thought. There's probably a much better way to rig it.

good luck

Dave_Hingley
04-04-2005, 06:51 AM
add 2 dummies to it, one over each foot with its pivot point over its opposite foot.now add a 3rd dummy and link the 2 dummies to it. you can rotate around one foot by rotating one dummy and about the other by rotating the other and move the righ through space by translating the main parent....

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04-04-2005, 06:51 AM
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