Controlling items post motion dynamics


#1

Hi All,

Probably one for the more techie here…I have a rig that uses a simple hold spring on a null. So the null waves around when it’s parent is moved…However, I want to limit its Y cood to always being above a certain point…I’ve tried creating an expression that limits the nulls y cood but it seems to be completely ignored…So the question is…

How can you have input to items position etc AFTER motion dynamcs has done its part?

Thanks

David

PS yep, I’ve tried the little blue/red/orange arrows to say pre,post IK etc


#2

I’m not much of the techie type and this may or may not solve the issue - but, have you tried rearranging the effects in the Effects list (right column). I believe messiah solves from top down. Worth a shot until one of the more hardcore users chime in. I work with the renderer mostly. :slight_smile:


#3

Would you mind posting your file ? I tried a setup as you described and it works fine with me. Apart from setting the expression to post Motion/pre IK/post IK you can also try setting the Springmaster to pre IK/post IK.


#4

Nuts!

It’s working perfectly now…Just like when I was 8 years old, got my toys to do something amazing, shouted ‘Mum, mum look at this’…just to have it fail and never work again…only in reverse I guess…

Thanks guys…

Right Whilst I’m here, I’ve found a great way of doing antennae…

I wanted to have some droopy antennae waggle/behave realistically. In the end, I gave up on full motion dynamics chains (thanks Boris Goreta…he was really helpful) as the simulation inevitably broke at some stage…so what I did was…

  1. Set up a standard IK chain running through the antennae (antenna fully errect at roughly 45 degrees)…All parented to a Master_Null (at the root)
  2. Had them seek/target a Goal_Null object that, in setup, caused the antennae to bend down slightly. This Goal_Null is also parented to the Master_Null
  3. Made the Goal_Null a hold spring…

Voila…works an absolute treat…It’s super fast at resolving, can, if using IK2D, be turned on and off and doesn’t ‘break’ on sharp motions!

If this isn’t clear or you’d like to know more, just let me know.

Phew…feel like I’ve given something small done back at last!..I’ve had a lot of help…really appreciated.


#5

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.