CGTalk > Software > Autodesk Maya > Maya Character Setup
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
Thread Tools Search this Thread Display Modes
Old 02-18-2004, 08:17 PM   #1
richie prado
Join Date: Dec 2002
Posts: 64
exploding robot rig?

right now it have a segement robot with each part weighted to joints.
the robot is to explode amd the joints fly around the room.
i want to animate the joints by translating them but have the problem that the joints still take movement from the parent joint anyone know of a way around this?

im think of some kind of locator constants system to bake into the joint but of course this is a last resort as i would like the anim to be easly changed, any suggestions ?
Old 02-18-2004, 08:22 PM   #2
maxmare's Avatar
Roberto Gracia
United Kingdom
Join Date: Feb 2003
Posts: 127
Send a message via MSN to maxmare
Well, If that were me doing it I would animate your robot normally up to when it explodes, then use an unparented version of the same robot from there. Just copy the robot at the last frame of the first animation and turn the rigged version off using the new one.

Hope I explained myself clear.

But then I may be wrong.
Old 02-19-2004, 04:27 PM   #3
Matt Leishman
Dragon Training Dummy
Matt Leishman
Character FX Artist
Dreamworks Animation
Join Date: Aug 2002
Posts: 642
maxmare's method would definitely work, but if you don't want to set up a second rig that you could use to swap out you could try something different.

when i make robots, typically i'll just parent the geometry segments to the joints (they don't need to be "skinned" because they are hard segmented pieces that don't need skinned style deformations). well, if i wanted to do what you are wanting, i would have to find a way to animate the unparenting of the segments of geometry for when the explosion happens. What you could do is not parent the geometry segments to the joints, but use a parent contraint to attach the geometry segments to the joints. then when you have to have the robot explode, you could just animate the constraint weight of the geometry to the joints to 0, and then on the next frame, start animating the geometry segments in an explosive manner, and because their constaint weights are keyed at 0 you should be able to move them anywhere you want and they won't be affected by the joints anymore.

I've never tried it, but i don't see why it wouldn't work for your situation. good luck.
DISCLAIMER: This message represents my own opinion and does not reflect in any way the opinion of my employer .
Old 01-17-2006, 12:00 PM   #4
CGTalk Moderation
CGTalk Forum Leader
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 01:41 PM.

Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.