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car whells turning
show user profile  superunknown
Help, i have a max model car done now and i want to attach it to a path how can i get the wheels to turn in time withe the car travelling along the path, i have done a tutorial by S.G.Gunnarson but this was specifically for a box and a cylinder where as my wheels are made up from different parts and grouped together and solution advice wpould be very much appreciated
read 637 times
8/18/2006 12:06:47 PM (last edit: 8/18/2006 12:06:47 PM)
show user profile  schultzeworks
great question : I need this, too

This requires a script. Ideally, the car [parent] would follow the path and be allowed to change speed and direction. Each wheel would look at the distance travelled for its position since the last frame, adjust for its own radius, and spin the correct amount.

Also, each wheel will need to calculate its distance travelled in all 3 dimensions, in case its going up or down-hill.

Anybody got math and scripting skillz?

SchultzeWORKS : Lots of Mostly Bright Ideas
read 611 times
8/18/2006 1:45:52 PM (last edit: 8/18/2006 1:47:56 PM)
show user profile  Pro TKer
you should beable to acomplish this with reactor... but i have not tried it...
read 605 times
8/18/2006 1:59:02 PM (last edit: 8/18/2006 1:59:02 PM)
show user profile  reeves1984
I made one a while ago

before you run the script, Create a NURBS Point Curve for the wheel's path (and if its not named 'Curve01' rename it to that)

I made a full(er) car rig too where all you pretty much have to do is make the path for the car, I didn't finish it any simply usable way (script etc)

here is part of it working in action :)

I'll get round to makeing it usable and upload it all sometime

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

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8/18/2006 3:18:11 PM (last edit: 8/18/2006 3:18:11 PM)
show user profile  schultzeworks
Simon : sweet! Thank you very much.

RE: Create a NURBS Point Curve for the wheel's path (rename to 'Curve01')

Can you also use a spline curve as well? .
SchultzeWORKS : Lots of Mostly Bright Ideas
read 578 times
8/18/2006 4:43:11 PM (last edit: 8/18/2006 4:43:11 PM)
show user profile  reeves1984
yeaaaah, I've found though that having path constraints on splines can never be perfectly smooth unlike NURBS ones

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

read 575 times
8/18/2006 4:52:22 PM (last edit: 8/18/2006 4:52:22 PM)
show user profile  superunknown
Thanks very much guys i'll try all of these and hopefully have something to show you in the near future.. i have loads more questions on loads more subjects so looking forward to more forum stuff

read 566 times
8/18/2006 5:06:51 PM (last edit: 8/18/2006 5:06:51 PM)
show user profile  superunknown
Sorry reeves 1984 but i have tried to load the script and im having no joy seeing the car wheels turn, im obviously doing something wrong when im loading, in the main UI , all commands with Axis Constraints selected i am not sure which action to determine!!! i am very new to action scripting so i really appreciate your advice and patience on this one... thanks
read 555 times
8/19/2006 4:04:07 AM (last edit: 8/19/2006 4:04:07 AM)
show user profile  reeves1984
not sure what you mean/what you've tried to do exactly

all you need to do is make the NURBs cruve, then run the script.

Then you can adjust the radius of the circle spline, to match your real wheels and attach the wheels to the dummy (as the 'wheel radius' spline is already)

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

read 529 times
8/19/2006 12:43:12 PM (last edit: 8/19/2006 12:43:12 PM)
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