Mr. Glass
06-21-2007, 02:57 AM
So I decided to play around with a rig for a car I've been modeling. I'll try to run down what I've got so far.
Steering:
I've got a point helper, that has a Limit Controller on it to inhibit the user from turning the steering wheel past it's logical spinning radius. Like for real steering it takes a couple rotations for the front wheels to reach their max turning position. So when you rotate the steering wheel point helper, the front wheels turn along their own axis.
On the front wheels I've got 3 Euler XYZ controllers inside of a Rotation List. One is the standard Euler that's automatically assigned for rotations. The second is for Steering, and the third is for the TravelSpin. The front tires steering rotation is wired to the Steering point helper rotation/4 & -4.
TravelSpin:
The travel spin, makes the wheels turn depending on the back and forth movement of the main car dummy controller. This is set up with an Expression Controller, and the script is ((yPosOfCar-frontAxlePos)*pi)/(pi*rad). Subtracting the front Axle position from the position of the car gives me the offset position changes made from the back and forth movement.
So my Question is, how would I go about setting up some kind of controller/attribute/script, that'd allow me to turn off the TravelSpin expression at certain points in an animation. Like in this VIDEO LINK (http://s187.photobucket.com/albums/x201/UnrecReflect/?action=view¤t=rigtest_02a.flv), of what I've got so far, I'd like the front tires to stop spinning around the end of the animation (simulating brakes). Thanks for any help.
Steering:
I've got a point helper, that has a Limit Controller on it to inhibit the user from turning the steering wheel past it's logical spinning radius. Like for real steering it takes a couple rotations for the front wheels to reach their max turning position. So when you rotate the steering wheel point helper, the front wheels turn along their own axis.
On the front wheels I've got 3 Euler XYZ controllers inside of a Rotation List. One is the standard Euler that's automatically assigned for rotations. The second is for Steering, and the third is for the TravelSpin. The front tires steering rotation is wired to the Steering point helper rotation/4 & -4.
TravelSpin:
The travel spin, makes the wheels turn depending on the back and forth movement of the main car dummy controller. This is set up with an Expression Controller, and the script is ((yPosOfCar-frontAxlePos)*pi)/(pi*rad). Subtracting the front Axle position from the position of the car gives me the offset position changes made from the back and forth movement.
So my Question is, how would I go about setting up some kind of controller/attribute/script, that'd allow me to turn off the TravelSpin expression at certain points in an animation. Like in this VIDEO LINK (http://s187.photobucket.com/albums/x201/UnrecReflect/?action=view¤t=rigtest_02a.flv), of what I've got so far, I'd like the front tires to stop spinning around the end of the animation (simulating brakes). Thanks for any help.
