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View Full Version : Working systems for Pivots and Gears?


ThePriest
07-16-2007, 08:21 AM
(http://www.priest3d.com/cgtalk/testgif.gif)

http://www.priest3d.com/cgtalk/testgif.gif

Simple scene (http://www.priest3d.com/cgtalk/help.zip)

I have a difficult time understanding the work flow needed
to design working setups for cogs and instruments capable of working together.

The one above is simple, animated by hand, yet is impractical
as I eventually require that one piece operates another and so on and so forth.

Are there any good tutorials, or especially sample files out there
that give a glimpse into the workflow for such a setup?

What I require for this scene is a slider in the HUD that creates
motion for the device, so that it bends with the curve.

Thanks

GruvDOne
07-16-2007, 08:42 AM
For set-ups as you describe Set Driven Keys are your friend. As it is approaching 2AM in my neck of the woods, I don't have the where-with-all to make you an example or explain much, but look it up in your documentation. It is pretty straightforward and very, very useful.

Kokosing
07-16-2007, 10:56 AM
Here's a simple scene using set driven keys and the HUD.

Expand the 'pump' cylinder and you'll the the object which drives the movement. This is also in the HUD in the front view.

If you haven't used set driven keys, look at the range mapper node in the expresso. You'll see among other things that the input high and low are inversed which works similar to a negate node.

There are also some target tags which force the two cylinders to look at each other (down their Z axes.) I think this is the standard practice for hydraulics these days.

Hope that's of some use.

W

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