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View Full Version : Animating rigid bodies


Scarabrae
03-04-2008, 09:38 AM
Hi

I'm new to animating and even newer to using messiah, having only recently purchased it.

I'm sure that models such as the Sentinel I have posted here [http://www.foundation3d.com/forums/showthread.php?t=942&highlight=sentinel] (http://www.foundation3d.com/forums/showthread.php?t=942&highlight=sentinel%5D) can be rigged and animated within messiah, just not too sure of what the work flow would be.

Any tips would be appreciated.

Ulven
03-04-2008, 09:59 AM
Have to be registered to see those images. Could you post them here instead or use imageshack.us or something?

Scarabrae
03-04-2008, 10:30 AM
Sure, here you go:

http://www.btinternet.com/~peter_paterson/LightWave/Sentinel/Sentinel_A_001.jpg (http://www.btinternet.com/%7Epeter_paterson/LightWave/Sentinel/Sentinel_A_001.jpg)

http://www.btinternet.com/~peter_paterson/LightWave/Sentinel/Sentinel_A_002.jpg (http://www.btinternet.com/%7Epeter_paterson/LightWave/Sentinel/Sentinel_A_002.jpg)

http://www.btinternet.com/~peter_paterson/LightWave/Sentinel/Sentinel_A_003.jpg (http://www.btinternet.com/%7Epeter_paterson/LightWave/Sentinel/Sentinel_A_003.jpg)

Suricate
03-04-2008, 10:48 AM
You can either:
- Split your model into its sperate parts (in your modeler) and bring those parts into messiah and parent them to each other
or
- Bring your model as one mesh into messiah and then use bones with meta effectors. Meta effectors then can be set to 'All connected'.

Ulven
03-04-2008, 11:26 AM
Yep, as suricate pointed out what you want to do here is use the hard weight types to weight to your bones, or simply cut the objects up into bits and set their various pivot points. You can make IK chains and expressions etc for objects equally well as bones so there's no particular limitation on either technique. Bones are perhaps more prefereable when the robots have soft joints as well as hard joints.

Scarabrae
03-04-2008, 11:29 AM
Suricate, Ulven...thanks

kursad_pileksuz
03-04-2008, 03:09 PM
Or bring them as seperate pieces and use bones as parents. I would really use this way if you are not looking for weighting process. I think IK solvers and rest (spring system for example) designed especially for bones in Messiah. Also you do not need to worry about pivot points. Just make sure that once they are assigned to bones you never change their positions inside your modeler.

I had done a similar project(it was not a robot but it was something made out of hard pieces and had limbs etc). All went fine.

One thing that will make your life easy is "parent in place". Standard dragging and parenting inside item list will work fine but you need to re adjust positions and rotations after parenting. Parent in place plugin(under new items in setup) will keep position and rotation after parenting.

Joe Cosman has a tutorial where he explains how to use meta effectors for a robotic hand. They are relatively cheaper tutorials compared to Gnomon and they are well thought.

Scarabrae
03-04-2008, 10:10 PM
Or bring them as seperate pieces and use bones as parents. I would really use this way if you are not looking for weighting process. I think IK solvers and rest (spring system for example) designed especially for bones in Messiah. Also you do not need to worry about pivot points. Just make sure that once they are assigned to bones you never change their positions inside your modeler.

I had done a similar project(it was not a robot but it was something made out of hard pieces and had limbs etc). All went fine.

One thing that will make your life easy is "parent in place". Standard dragging and parenting inside item list will work fine but you need to re adjust positions and rotations after parenting. Parent in place plugin(under new items in setup) will keep position and rotation after parenting.

Joe Cosman has a tutorial where he explains how to use meta effectors for a robotic hand. They are relatively cheaper tutorials compared to Gnomon and they are well thought.
Kursad, again thanks for the information and help. I have recently purchased most of Joe's tutorials and have not as yet watched them all, will look out for meta effectors.

Cheers

marchermann
04-30-2008, 10:43 PM
You can make IK chains and expressions etc for objects equally well as bones.

And how exactly would I do that (ie. create an IK chain for parented objects instead of bones)? Incidently I have to animate a couple of robots, too, and would like to try it in Messiah.

Marc

EDIT: OK, I got it. Didn't realise the IK-Tab is always there and not just with bones. Cool!

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