XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Rigging a trilobite.

07-31-2008, 11:43 AM
Hi guys im trying (without much success!) to rig a nice multilegged animatable trilobite

like this


but im not getting anywhere fast. doe's anyone know of any tuts that can help me acheive this effect?

thanks in advance,
cache :)

07-31-2008, 01:09 PM
So, what part do you have problems with? Getting this time offset, so you don`t have to animate every "leg" by itself or what?

07-31-2008, 01:19 PM
hi buexe, yes it's getting the time offset to avoid collisions of the legs, and getting the "ripple" effect between the legs as they move backwards and forwards.

07-31-2008, 01:35 PM
I suppose you can use expressions, here is what such an expression could look like, create two cubes ( pCube1 + pCube2 ) and create some animation on rotateZ of pCube1, now create this expression:

$time = `currentTime -q`;

$offset = -4;

pCube2.rotateZ = `getAttr -time ($time+$offset) pCube1.rotateZ`;

As you can see I use some MEL commands to query the current time and then query an atrribute´s value at another point in time, thus getting a timed offset. The offset can be adjusted by the $offset variable. Since this query can be quite performance heavy if you plan to have many trilobites, it would be wise to query only the rotation of one lead object and than have some sort of calculation that does the rest so that you don`t need to do this query for every leg on every trilobite. I hope this helps.

07-31-2008, 01:53 PM
perfect thanks :)

there are going to be quite a few of them for this job, but im going to have them as particle instances all baked at different positions.
many thanks thanks for the help.

kind regards;

08-02-2008, 07:58 PM
You could also look into the frameCache node. That's built for things like that. The only thing is it only works once you start keyframing and playing the anim back... it doesn't show the result in realtime.


08-03-2008, 07:47 PM
thanks for the tip, i'll look into that too :)

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