Hello fellow cgtalkers. Im trying to rig this thing i made in 3dsmax:
its the fuel flex valve from a rocket engine. I have hidden the top and bottom metal flex tubes to make the problem parts(the 6 hinges) easier to see.
The valve is a part of a larger rig with another flex valve on the other side and a gimbal hinge in the center. This is why the valve looks like its rotating a bit off center in the animation clip, since the bottom “platform” of the valve rig is childed to the main gimbal rig.
edit:
More visual explanation of the current rig
Edit 2:
More notes.
As you can see in the clip the rig is currently sortof working, except for that the hinges are rotating out of their mounts.
Im using separate ik chains for each of the hinges and the center “platform” is rigged with a rotation+position constraint to both the top and bottom “platforms”.
The issue currently is that from what i can gather from the reference the only part of the hinges that can rotate is the center joint(which iwe modeled to allow for a ball joint rotation up to 20 degrees). but the base of the hinges are currently rotating out of their mounts.
My thinking i have to somehow make the center “platform” rotate correctly to face the both the bottom and lower hinge centers by rotating off axis. or maybe i can IK rig the entire thing?problem is that i still havent been able to get very predictible results by using the ik limits.
Is it true that this mechanism is similar to a stewart platform? I know its actively articulated and this is passive but its the only thing iwe found that has a similar looking joint.
Any ideas?
Btw if anyone knows anything but its related to maya/blender/modo etc. I do have experience in those 3 plus others so it would still be very helpful.











