TwinsenDude
03-28-2009, 07:27 PM
Hi. I'm having a problem where I want to rig a mechanical character. All the joints are done with U-Joints, which look somewhat like this:
http://upload.wikimedia.org/wikipedia/commons/2/2f/Universal_joint.png
I found that image off of google images, but it should get the point across. The problem that I'm having is that the middle piece you see separated in the first image needs to move in different axes based on different sides of the u-joint.
So basically I need the middle piece to rotate in the X and Y direction based on the main controller at that joint, but the Z rotation needs to be governed by a different controller, the one higher up in the heirarchy.
So I tried doing orient constraints only using X and Y, and only using Z, but the problem with this is that when I created a constraint not using all three axes and tried rotating the controller, the mesh would follow for 180 degrees of rotation and then flip and rotate in the opposite (wrong) direction for the other 180 degrees.
Does anyone know how to properly rig this kind of situation?
Thanks
http://upload.wikimedia.org/wikipedia/commons/2/2f/Universal_joint.png
I found that image off of google images, but it should get the point across. The problem that I'm having is that the middle piece you see separated in the first image needs to move in different axes based on different sides of the u-joint.
So basically I need the middle piece to rotate in the X and Y direction based on the main controller at that joint, but the Z rotation needs to be governed by a different controller, the one higher up in the heirarchy.
So I tried doing orient constraints only using X and Y, and only using Z, but the problem with this is that when I created a constraint not using all three axes and tried rotating the controller, the mesh would follow for 180 degrees of rotation and then flip and rotate in the opposite (wrong) direction for the other 180 degrees.
Does anyone know how to properly rig this kind of situation?
Thanks
