dekorkh
01-08-2006, 02:11 AM
I'm trying to rig a simple robot shoulder. Here's what I thought would be simple:
The shoulder is made of gear "b" which is attached to gear "a" but is perpendicular and is offset but aligned to the pivot of gear "a." Both gears can only rotate on their local y axis as a gear would. An IK joint is used for the arm. The joint would control the gears local "y" rotation while "y" rotation of gear "a" control the both the "x" "z" rotations and all transformation of gear "b."
It all works if gear "a"'s local rotation axis is aligned with it's world roation coordinates because orient constraint and parent constraint do not actually constraint the local axis of their targets. In 3ds max I would be able to simply lock the local rotations i didn't want. Does anyone have any idea what I'm talking about?:eek:
The shoulder is made of gear "b" which is attached to gear "a" but is perpendicular and is offset but aligned to the pivot of gear "a." Both gears can only rotate on their local y axis as a gear would. An IK joint is used for the arm. The joint would control the gears local "y" rotation while "y" rotation of gear "a" control the both the "x" "z" rotations and all transformation of gear "b."
It all works if gear "a"'s local rotation axis is aligned with it's world roation coordinates because orient constraint and parent constraint do not actually constraint the local axis of their targets. In 3ds max I would be able to simply lock the local rotations i didn't want. Does anyone have any idea what I'm talking about?:eek:
