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Rigging rotation points.
show user profile  Duders
Can anyone help me figure out how to rig something like this?

I'm hoping to rig an object so that when it is rotated to the left, it will rotate around on point, but when rotated right it will rotate around another.

Hopefully the picture will help you understand that gibberish. Red crosses are the point of rotation.


read 461 times
3/25/2009 11:12:29 AM (last edit: 3/25/2009 11:12:29 AM)
show user profile  mrgrotey
put two dummies where the crosses are. link the rectangle to one dummy, link that dummy to the second one. Then just rotate the dummies instead

read 455 times
3/25/2009 11:15:47 AM (last edit: 3/25/2009 11:15:47 AM)
show user profile  Dejitarujin
That looks almost like a foot roll. Which there is a rig for.

When I need that, I put a bone starting at the first rotation point and going to the second, and another bone going from the second point to wherever you may need it. From there, you'd make a slider or some object to control it, probably with Reaction Manager.

If you need the object to just rotate on its own, without controling objects behind it, then I have no idea. Probably more advanced scripting.

Edit: Yeah. Or dummies. Depends on if it's really a bone rig :P
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 453 times
3/25/2009 11:19:01 AM (last edit: 3/25/2009 11:20:14 AM)
show user profile  Duders
Thanks guys.

Here's my rig set up so far. I'm rigging for a animation along a path constraint. Any crits would be great.

One thing I'm stuck with is changing the type of keyframes for % along path in the curve editor, I'm stuck with linear at the moment.

read 438 times
3/25/2009 12:46:06 PM (last edit: 3/25/2009 1:10:25 PM)
show user profile  mrgrotey
Right-click the percentage track in the track view grpah editor-->assign controller-->bezier float

read 435 times
3/25/2009 12:51:27 PM (last edit: 3/25/2009 12:51:27 PM)
show user profile  $$T-bone$$
simple solution.......put the pivot point of the box in one corner.
link a helper to the box in the other corner.
Rotate the helper for one side, rotate the box mesh for the other.

read 414 times
3/25/2009 4:50:44 PM (last edit: 3/25/2009 4:51:09 PM)
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