Popsicle_g
05-02-2003, 08:18 AM
Software Info: 3DS Max 4.3 Educational version (highschool student)
Okay, this is my first post to this amazing community that I have recently discovered. I'm making an animation with a couple of bread/toast characters that I've made (to help you visualize the problem). I've decided to go with the bend modifier to animate them, as I want simple, cartoony movement and I'm limited for time. My problem lies here:
I have a one bend modifier applied to one piece of toast and both of his eyes (they are all under the same modifier so as to get the eyes to move with the bread, because I couldn't figure out a good way to attach them to a vertex) . I am using a LookAt constraint to change the direction he is looking.
My problem is that when I bend him in my animation, the pivot points on the eyeballs stay put, and this is of course perfectly normal, but I didn't expect it, being the noob that I am.
I know how the bend works and that the Toast's XYZ coords aren't actually moving.
I end up with eyeballs that rotate outside of the head and around a pivot that stays on the ground when I bend the head up. Not pretty. I really would like to continue using the lookat constraint, because it will be a lot more efficient and more accurate than if I just animated an eyeball texture. I played around for a minute with wiring, but that didn't seem to help.
Much appreciated. :wavey:
P.S. If I can pull this animation off, I'll have to post it sometime, its turning out well.
Okay, this is my first post to this amazing community that I have recently discovered. I'm making an animation with a couple of bread/toast characters that I've made (to help you visualize the problem). I've decided to go with the bend modifier to animate them, as I want simple, cartoony movement and I'm limited for time. My problem lies here:
I have a one bend modifier applied to one piece of toast and both of his eyes (they are all under the same modifier so as to get the eyes to move with the bread, because I couldn't figure out a good way to attach them to a vertex) . I am using a LookAt constraint to change the direction he is looking.
My problem is that when I bend him in my animation, the pivot points on the eyeballs stay put, and this is of course perfectly normal, but I didn't expect it, being the noob that I am.
I know how the bend works and that the Toast's XYZ coords aren't actually moving.
I end up with eyeballs that rotate outside of the head and around a pivot that stays on the ground when I bend the head up. Not pretty. I really would like to continue using the lookat constraint, because it will be a lot more efficient and more accurate than if I just animated an eyeball texture. I played around for a minute with wiring, but that didn't seem to help.
Much appreciated. :wavey:
P.S. If I can pull this animation off, I'll have to post it sometime, its turning out well.
