Motorcycle Rig setup


#1

Hi, I was wondering if any TD or animators could scrub through my motorcycle rig demo and offer any advice or critique on the way I set it up and if there’s anything I could add in or do to make it better.

Here’s a list of the basic features:

Auto wheel rotation

Auto suspension

Auto terrain detection

Motion path compatible.

squash and stretchy wheels

“Ironman like” GUI interface for the speed and fuel gages

Mutli pivot controls

Broken hierarchy translation options.

Thanks for you time.

http://www.youtube.com/watch?v=GkrBuCmgW3w&feature=youtu.be


#2

Nice one! Here is some of my idea on your rig.

  • The suspension system, the whole body looked like one solid piece. The piston kind of stay solid. Moving pistons, rotating gears, attached wires -all these mechanical systems are nice deformations I would love to see in a mechanical rigging.
  • I think of ONE control that has attribute for lean -forward/backward and side to side. This would be handy.
  • There’re too many controls and unlikely-to-be-used attributes in my opinion. You could have most of them being custom attribute in one control, and, if the the animator need to have that controls (like translate or scale on some part they wouldn’t normally use) then they have the option to show the hidden control that have all the attributes.
  • You could go with a little more automation with some part.
    • The exhaust pipe shaking automation system(If you want to avoid expression you can use noise texture node). The animator can control the amplitude and speed of the shakiness and also has another control with all the translate, rotate and scale attribute on top of it.
    • The needle (the speed meter or engine meter) can some how liked to the accelerator. Of course, with a switch to turn the function on or off.

I’m not that good to do critic on your work since it’s already great, and, excuse me if my English doesn’t make some sense here.


#3

Hey, nuternativ, Thanks alot.

That’s some awesome critiques. I hadn’t considered a few of your points but I will go back and and see what I can do. I’ve never heard of a noise texture node. is that to create the actual shaking or a particle like effect for smoke? I’ll see if I can clean up some of the extra controls that are less likely to be used.

What are the major culprits here? The visible standard’s are wheel suspension, main suspension, steering, back cover, back part, and main translate. everything else can be hidden. Thanks for the input.


#4

Noise texture node in hypershade can be used instead of rand() function in expression.


#5

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