View Full Version : Simple spring constraint
Dudeman 05-09-2002, 02:04 AM Hey all.
I've got a set of bones laid out like a tail and I would like to have a spring like function so when one end is transformed the other joints follow in a lagging spring-like action.
I've tried to use the 'Create Contraints' dynamics on the IK end Effectors but the results were really un predictable and it seem to be wanting to calculate too much. But it did give the right idea of the results.
Max4 has a constaint(Spring) like this and is very usable. Easy to use with a simple functionality.
Is there a method in Maya that is a more of a simple approach?
If not more simple then how would you do it?
Any suggestions are greatly appreciated.
-Dudeman :thumbsup:
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svenip
05-09-2002, 09:06 AM
did you tried AtributeGoal Script from highend ? it let the other joints follow in a dynamic behavior like way. but it's only with mathematics, not real dynamics. very cool handy thing.
Dudeman
05-09-2002, 06:20 PM
I like to try the Attribute goal script but I don't know how to perform it.
Can you give a quick little instruction?
Thanks:thumbsup:
svenip
05-09-2002, 06:53 PM
ok here it is :)
you need both scripts. (attrGoal.mel and attrGoalEditor.mel).
go into maya and create in the top view 4 joints straight on bottom to top in the z dir.
1. source the attrGoalEditor.mel
2. select joint2 and then joint1
3. run the script attrGoalEditor
4. you see two fields. (influenced and goal)
5. your joint1.rz is the goal, go select the attribute
6. your joint2.rz is the influenced, go select the attribute
7. then hit the button create goal
8. select the joint3 and in the inflcuenced object field right cklick and add the joint
9. make the same steps for joint3 like we did for joint2 and create the goal
10. leave the window
11. select joint2 and joint3. in the channel box you can see the attributes for the goal. set them a bit lower then 0.5. i tried that with 0.1
12. animate the rotatez of joint1 over the time, so that it swings around z like a dogs tail :)
13. place the last key somewhere before the last frame. mean 100 frames before end or something like that
14. hit play and you will see the things are swinging
sorry for the drill seargant style of the help :)
Dudeman
05-09-2002, 10:46 PM
Thanks for that wonderful tutorial!
It's a nice script. Although it won't apply very well for what I need.
I appreciate you taking the time and helping me out.
-Dudeman :thumbsup:
svenip
05-10-2002, 11:08 AM
ok, maybe you can give me an image which gives me a better view on the problem !?!?
svenip can U tell me if that script is based on maya dynamicks or just mathematic calculation because if mathemathic then it wont work when U wan to render it....
If else tell me please...
svenip
05-12-2002, 07:40 AM
it's not dynamics it's based on math. but why shouldn#t it work in rendering ?
the opposite makes sense. dynamics are always complicated when it goes to rendering, because you never know what it looks like at a specific frame, because it has to calculat all the frames before.
this script will always give you the same result und is predictable, so no problems with rendering
Thx . I'm asking because i had some other script with this kind of function and it had this problem...
But the worst is that this atrgoal mel I can't download...
:(...
svenip
05-12-2002, 10:21 AM
really ?
ok i put it here so you can download it.
www2.fh-harz.de/~u13837/attributeGoal.mel
www2.fh-harz.de/~u13837/attributeGoalEditor.mel
have a nice day
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