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View Full Version : unicycle-gizmoduck character wheel set-up


thehive
03-28-2006, 06:27 PM
my friend has a character that has one leg an a tire at the end of it
were tryint to figure out how to set this up, i was thinking to have 2 version one wiht an experssion to control the rotation an one that as ration but only for orentaion so if we do a switch from one to the other you should be able to see the differance , the 2 wheel is for for jumping around an or squash an streach ergo the 2 wheel setup . could someone shed some light on this subject or unless theres a why to do it with one wheel.

thanks guys i can get referances if need be

animationrigs
03-28-2006, 10:39 PM
It almost sounds like two different questions. Are you trying to find a way to auto rotate the wheel and give the animator control over the rotations? OR you may be trying to setup a seperate wheel to handle squash and strech because it won't rotate correctly when it is squashed?

NateH
04-05-2006, 06:57 PM
I would try using only one rig. The best way ive found is to use a latice on the object that's rotating and squashing and stretching. use the lattice to sqaush while still being able to rotate the object without worry. And yes you can animate a lattice, just put the pivot at the bottom and use scale to squash and stretch. Just make sure you only parent the lattice to your conrols and not the object that is inside the lattice as well or you will get a double transform.

hope this helps.

Soulcialism
04-06-2006, 03:02 AM
you could do this with bones... it might not be as elegant as lattices and everything, but if you had a center pivot bone that you used for rotation, you could have a few joints span out from there. think how a bicycle wheel works.. the hub in the middle is your main joint and the ends of the spokes would be children of that main joint... they rotate with it but you could have a bunch of them act as deformers of the wheel itself. if you wanted the expression business, have the expression drive the rotation of the hub, then you could use a controller on top of that to govern big movements like "squash down everything" or whatever.

it might be more complicated this way but i think in terms of bones so this is just what came to mind... it's a fun idea though, i'd kind of like to give it a try if i had any free time.

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04-06-2006, 03:02 AM
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