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How would you rig this?
show user profile  cnopicilin
I've never done rigs before and couldn't find a suitable tutorial for this:

It's a basic tripod with extending legs.

There are some functions I would love it to have:
1. Extending legs, maybe with a controller
2. Ability to close it (when the legs are pressed towards center the lower middle part would go up with the camera hold pole in the middle)
3. The "toes" (small parts in the end of the legs) turning to be in line with a flat ground
read 498 times
12/10/2011 7:51:29 PM (last edit: 12/10/2011 7:51:29 PM)
show user profile  gogodr
I couldnt make it work 100% right because I dont know why I couldn't read my dummies info when making the expressions... but with some eye cheating and covering some things which you should be able to do in your model, I did it.

I have it here but lets better wait and see if someone haves a better solution. if not then I'll make another video explaining it.











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Hello there

beautiful ;3


read 481 times
12/10/2011 9:39:45 PM (last edit: 12/10/2011 9:39:45 PM)
show user profile  Davious
nice, I'm always impressed with expressions :)

" Difficult, yes. Impossible , no..."
read 468 times
12/10/2011 10:45:22 PM (last edit: 12/10/2011 10:45:22 PM)
show user profile  not_a_narwhal
Use a two bone IK chain instead of that over complicated expression stuff.
read 454 times
12/11/2011 1:46:32 AM (last edit: 12/11/2011 1:46:32 AM)
show user profile  cnopicilin
That's exactly what I was looking for, now I'm trying to achieve the same thing with bones. Not quite sure I'll succeed tho.
read 441 times
12/11/2011 7:55:32 AM (last edit: 12/11/2011 7:55:32 AM)
show user profile  mrgrotey
Bones are completely pointless in this situation. They are pretty much only needed when you have messh that needs to deform like skin.


Is this what you are looking for?... (No bones involved here).

max2009 file:
http://storagestart2.divshare.com/launch.php?f=16356138&s=7e6











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Here's how to link it up...











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And Here's how to set up the slider controls...
(You can do the one for each individual leg if you dont want them all extending at the same time)











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read 434 times
12/11/2011 11:15:45 AM (last edit: 12/11/2011 11:16:19 AM)
show user profile  cnopicilin
Grotey, that was spot on! I'm going to try that out immediately.
read 425 times
12/11/2011 12:31:00 PM (last edit: 12/11/2011 12:31:00 PM)
show user profile  cnopicilin
The legs move like they should, but the parts you made as red boxes are stretching when I move the middle part. That causes the legs to open when I move the middle up, but they should retract instead.
read 422 times
12/11/2011 1:07:53 PM (last edit: 12/11/2011 1:07:53 PM)
show user profile  mrgrotey
If you have stretching it sounds like you have at some point non-uniformly scaled the objects. scaling objects at the top object level plays havok with rigging later on. unlink the objects, rotate them to 90° (upright or flat), then go to the utilities panel and hit reset xform then collapse the objects again and restart the rig

SAVE YOUR FILE FIRST, this isnt undo-able.

If you reset the xform without unlinking, your model will break. if you try to undo, it will probably break. if you reset with rotating the objects to 90° the bounding boxes will no longer match your objects, they'll be skewed.

Get into the habit of resetting the xform on all objects from now on before you go onto the rigging stage. It'll save you lots of agro.






read 417 times
12/11/2011 1:49:27 PM (last edit: 12/11/2011 1:50:01 PM)
show user profile  cnopicilin
Yep, that solved it, thanks! I tried to reset xforms after I had it rigged, but it came up with weird shapes. Next time I'll remember to reset it before rigging.

EDIT: Now when I try to make the extend, the slider changes world Y of the extending legs, not local Y which is turned by about 15 degrees.
read 412 times
12/11/2011 2:23:47 PM (last edit: 12/11/2011 2:47:41 PM)
show user profile  mrgrotey
Did you rotate the objects back to 90° before resetting the xforms? you need to do that




read 397 times
12/11/2011 4:35:15 PM (last edit: 12/11/2011 4:35:15 PM)
show user profile  cnopicilin
Pffffft. I feel like an idiot now, so far 3 faulty rigs because I don't read your posts well enough.

Okay, the rig's working well, thank you very much for your patience and tutorial videos. I learnt something outside the rigging as well :)
read 393 times
12/11/2011 5:07:42 PM (last edit: 12/11/2011 5:45:15 PM)
show user profile  ScotlandDave
Nice work Mr Grote, interesting stuff there from Gogodr too.



Website | Blog | Contact | Vimeo

read 370 times
12/11/2011 10:08:53 PM (last edit: 12/11/2011 10:08:53 PM)
show user profile  not_a_narwhal
"Bones are completely pointless in this situation. They are pretty much only needed when you have messh that needs to deform like skin."

Not at all.

What happens when you need to update the model in some way during or after it has been animated? It's bad practice to use the actual object as the rig in general. In this case it is a very simple model/rig so it might not be a big problem but increase the scope of the project and you're going to be painting yourself into a corner. Bones or dummys as rigs are preferable.
read 359 times
12/12/2011 12:24:29 AM (last edit: 12/12/2011 12:24:29 AM)
show user profile  cnopicilin
Yup, it's perfect

read 337 times
12/12/2011 7:00:11 PM (last edit: 12/12/2011 7:00:11 PM)
 
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