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How to Link parameter-wired Things thogether?
show user profile  ulisei
Hi Maxforums,

after a long while a puzzeling Question.

Short Story long:

Boss told me to clean up some CAD-files and make them animatable, with less as possible Handles.

Here i´ve got a ScissorsLift, based upon two separate moveable mountings...
(color-code for understanding, what moves wich way)

to move the scissors easily i used Grotey´s Bathroom-Mirror-Rigging-Tutorial ( because its the same Principle.

The Problem is: because the dummy, which lifts the Scissors-Plate, is parameter-wired and axe-restricted - so it wont be linked anymore to anything. i can not link the whole Thing to another parent.

So: How to build an Hierarchy WITH parameter-wiring inside?

many thanks in advance!

read 488 times
5/5/2015 9:21:34 PM (last edit: 5/5/2015 9:21:34 PM)
show user profile  Mr.Burns
It's actually easiest to have the dummy that lifts the plate control all other movement as well, ie wire the other components to the dummy's respective X, Y and Z controllers.

I'd suggest using script controllers instead of wiring though. It takes a little more effort to setup, but it may make your life easier later on.
read 482 times
5/5/2015 9:37:33 PM (last edit: 5/5/2015 9:37:58 PM)
show user profile  ulisei
just turn the link-chain upside-down you say?

read 473 times
5/5/2015 9:48:18 PM (last edit: 5/5/2015 9:48:18 PM)
show user profile  Mr.Burns
If I understood you correctly, you want to control the lift of the scissor-table with a dummy, but the movement along the orange and green arrows in your image is controlled by something else, to which you would like to link the dummy.

Instead of doing that, I would have all relevant axis controllers be wired to the dummy object. That way you could move everything by moving the dummy, and you wouldn't have to link the dummy to anything.
read 468 times
5/5/2015 9:57:26 PM (last edit: 5/5/2015 9:57:26 PM)
show user profile  ulisei
Yes. the scissors-helper works fine, translating the rotate-movement to the lifted height. but the whole thing has to move with the green skid as well, wich will move in the disabled dummy direction :(

read 466 times
5/5/2015 10:05:07 PM (last edit: 5/5/2015 10:05:07 PM)
show user profile  Mr.Burns
I've just noticed that the table and the green skid can move independently from each other along the green arrow. I guess in that case you can only wire the table's "orange axis" to the green skid.
read 453 times
5/5/2015 10:48:15 PM (last edit: 5/5/2015 10:48:15 PM)
show user profile  digs
you build the parent - child hierarchy first (with select-and-link tool for example), freeze the transforms, then wire param to the frozen transforms you want to effect - this will give you global movement from the parent, and wired movement from anything else
read 450 times
5/5/2015 11:19:16 PM (last edit: 5/5/2015 11:19:56 PM)
show user profile  ulisei
thats a thing i have to try out, digs - indeed. thanks for this suggestion :)

read 446 times
5/5/2015 11:29:36 PM (last edit: 5/5/2015 11:29:36 PM)
show user profile  herfst1
@ Digs, strange that you freeze transforms after linking. I'd do it the other way round (then again I'm always paranoid from accidentally reset xforming linked objects).

One thing that always gets me and I don't know why it happens: say you make something position constrained rather than select-and-linked (because you want to do something like a look-at without having "keep initial offset" ticked), when you rotate the master the position-constrained-object/dummy moves in world space. Really fucks with me when I'm doing a spine rig, basically I'd prefer to rotate the world than animate the character doing a 180 (not that I have, just saying, it's easier).
read 420 times
5/6/2015 11:44:01 AM (last edit: 5/6/2015 11:45:43 AM)
show user profile  digs
the key is to link everything in your hierarchy first, then freeze transforms so everything is connected and zero'd locally (that way you can transform to zero to get back to your initial rig state).. then u do all of your constraining and wiring, since freezing transforms will break those connections, same goes for changing rotation order.. do it after zeroing

*edit* I freeze transforms a LOT.. basically if i like where something is, i freeze em (until I start constraining things) I reset x forms a lot too, probably more than necessary .. habits from working in maya
read 409 times
5/6/2015 9:24:01 PM (last edit: 5/6/2015 9:31:48 PM)
show user profile  herfst1
Thanks for the reply. I'll give it a go on this hub that keeps fucking around.
read 407 times
5/6/2015 10:04:30 PM (last edit: 5/6/2015 10:04:30 PM)
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