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View Full Version : Switching World to Local for object pivot


sekops
12-18-2006, 07:15 AM
Basically i have an object i need to animate that changes its pivot points several times. This obviously has to switch back and forth.

Example, Hypothteically speaking... (i) if mycharacter is jumping from a box on to (ii) swiveling platform, walks on it, and then (iii) jumps hangs off a bar swinging around then (iv) jumping on to another character and (v) lands on his feet.

So what happens is.....
(i) Character is parented to the world (global)
(ii) then character is parented on to platform.
(iii) parented above his neckline on to the bar
(iv) parented on character
(v) parented back on to world (global).

Currently ive experimented, and have used 2 parents constraints, and was hoping to switch between the two when i moved the second one. Problem is , it snaps. when the weight is switched to the second one. The offset distance between the constrain and constrainer is stored, and doesnt change causes the snapping...

so... is there another way?


There must be a way of doing this... it should be quite common?

eek
12-22-2006, 08:12 PM
Well if theres 2 constraints, you could just do the seamless snap method in IKFK ala, align one to the other, then on the next frame switch the blend and unhide it. Else if you want to do pivot stuff it'll get a little messy with transform matrix stuff.

floyd1510
12-28-2006, 03:31 PM
sorry for asking a query in between, but i wanted to ask eek and everyone a way where we can create a system to transform a box in a scene where it travels only pivoting on its edges. hence the pvot keeps on changing. i've seen an example like this (in Maya) but wanted to know a way to do it in Max.

Thanks,

Vikram.

eek
12-29-2006, 04:32 PM
If it just moves on its edge, its easily fakeble without going crazy doing pivot stuff. Infact i made a box rotate just on its edges by controlling its Z position (up) with a sin wave based off the input of its x rotation using mod() and some other things.

P.s Theres a thread in the 3ds max scripting forum on the same problem.

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12-29-2006, 04:32 PM
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