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View Full Version : Rotating a cog


madmenno
03-14-2007, 05:48 PM
Hi folks,

I tried to animate a 360 degree rotation of a cog wheel. Now if it just stands straight up in world coordinates there won't be a problem. But it's slightly banked/rotated in X direction. Now if i select rotation on local axis it can rotate perfectly. But if i make a key doing so it won't except the "local axis" and changes back to world coordinates. Now it goes all weird and does not rotate like a cog is supposed to rotate.

Anyone has an idea how to approach this problem? The cog just need to rotade like a normal cog, only banked/rotated backwards for about 20 degrees.

Thnx!

thedaemon
03-14-2007, 06:33 PM
Erm... what software are you using?

madmenno
03-14-2007, 07:30 PM
oops srry my mistake,

3D max 8.

babiroussa
03-14-2007, 07:35 PM
you need to create a dummy and align them both then link your cog wheel to this dummy, and the animation of your cog wheel will be fine . :)

madmenno
03-14-2007, 08:11 PM
Ok i created a dummy in the create helpers window. Selected them both, first hinged them backwards in the right position. Then i used auto key to rotade it 360 degree in his local axis. Finaly i linked the 2 objects.... but still no succes....

What do you exactly mean?

babiroussa
03-14-2007, 08:24 PM
So , I needed to be clearer ...

First create the dummy, then align it, and then parent the wheel to the dummy ( the wheel is the child)
Second animate your wheel in local just to give it several rounds, then animate the dummy as you like.

But it's realy important not to animate before everything is parented and aligned...

Is it works now ?? :rolleyes:

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