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Steam engine animation
show user profile  DannyMax
I’m having a go at an old steam powered beam engine , but before I start any modelling I want to get the animation working, as you can see I have put together a basic model. I have the flywheel turning using a waveform float controller as I think this would be the best way to drive the whole thing. so far I’ve had a go at linking C3 to the pivot F1 that is in turn linked to the flywheel , I having a lookat controller looking at B2 on the main beam , this sort of works but I cant get the beam to turn as it should . I’m a bit stuck so what’s the best way to link this type of engine up guys ?



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read 906 times
8/8/2012 4:54:33 PM (last edit: 8/8/2012 4:54:33 PM)
show user profile  Joey Parker Jr.
Here's a couple things that you might want to look at:
http://www.maxforums.org/threads/animating_engine_valves/0001.aspx

 photo 2012-sig_small3_zpsbd114b69.png

read 882 times
8/8/2012 5:39:27 PM (last edit: 8/8/2012 6:44:34 PM)
show user profile  DannyMax
Thanks Joey I will have a look :)




read 868 times
8/8/2012 6:06:58 PM (last edit: 8/8/2012 6:06:58 PM)
show user profile  Nik Clark
I had to rig a 16 valve engine not too long ago. I ended up using RayHelpers quite a lot. It might work in this case too.





read 859 times
8/8/2012 6:15:34 PM (last edit: 8/8/2012 6:15:34 PM)
show user profile  Garp
@Joey: I'm afraid it won't work here. The piston moves in a straight line but the beam's end is following an arc.
@Danny: if it can wait a little, I'd like to have a go at it later tonight.
@Nik: I've never heard of RayHelpers. *starts searching*

edit: @Danny again: the rod C2 should be hinged before the cylinder, as its top is not moving only vertically but also a little sideways.




read 846 times
8/8/2012 6:32:34 PM (last edit: 8/8/2012 6:35:42 PM)
show user profile  ScotlandDave
I`ve had to rig an A-frame with hydraulics and moving link arm parts etc literally the other day - although in C4D what i did was used a bones setup with IK, the bones within the IK were restricted to specific axis ( as the parts were mechanical and not free-roaming ).. and what i found was the IK was really useful even in the middle of a larger rig using constraints/targets etc.. Worth a shot it worked for me!



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read 821 times
8/8/2012 7:05:51 PM (last edit: 8/8/2012 7:05:51 PM)
show user profile  DannyMax
Nik yes Im playing around with RayHelpers as pointed out by joey but I cant get the side ways movment .

Garp it can wait thanks :) the rod C2 has a sliding hinge in the beam so it can move side ways.

Dave I also had a go with bones and IK but did not get it working to well but may give it one more go thanks :)





read 811 times
8/8/2012 7:16:34 PM (last edit: 8/8/2012 7:16:34 PM)
show user profile  ScotlandDave
Here`s what i did ( if embed works ):


Original Video - More videos at TinyPic

Basically the selected object ( the main frame ) is getting keyframed, and everything else is secondary/automatic.. So the link arms that the hydraulic piston is mounted to at each sides are controlled by the bones that u see in the middle.. The bones IK target/goal is linked to a helper/null on the frame, and the restrictions on axis means the IK sorts out its own shit in response to the main part being keyframed. The hydraulic parts are simple target/aim constraints, and there`s some other linkage going on to keep the main grapple pointing downwards.. Pretty simple really but not always obvious when you have so many ways of doing something..

[edit] it`s a similar principle as if u notice the arms that the piston is attached to has the pivot in the middle ( like your beam ) if you see what i`m pointing at..




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read 808 times
8/8/2012 7:22:08 PM (last edit: 8/8/2012 7:24:20 PM)
show user profile  DannyMax
Thanks dave I will see if I can get it working with bones . thanks again :)




read 800 times
8/8/2012 7:40:00 PM (last edit: 8/8/2012 7:40:00 PM)
show user profile  Garp
The IK Limb Solver makes it too easy :)











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read 778 times
8/8/2012 9:44:36 PM (last edit: 8/8/2012 9:44:36 PM)
show user profile  DannyMax
Thanks very much Garp thats a great help :)




read 772 times
8/8/2012 9:57:26 PM (last edit: 8/8/2012 9:57:26 PM)
show user profile  Garp
You're welcome :)
I'm trying to figure what's going on on the left and.. it hurts.




read 764 times
8/8/2012 10:12:27 PM (last edit: 8/8/2012 10:12:27 PM)
show user profile  DannyMax
the part on the end is there to keep C1 from being pulled from side to side.




read 758 times
8/8/2012 10:42:48 PM (last edit: 8/8/2012 10:42:48 PM)
show user profile  Garp
Danny, are you designing it or is it handed over to you?

From an engineering point of view, both systems for C1 and C2 wouldn't last long in real life.
The extra rods do not prevent C1 from being pulled at an angle instead of strictly vertically and the sliding sytem for C2 would need a magic lubricant as the force is applied mostly perpendicularly to the sliding motion.
A common way of solving this when transfering motion along an arc to a strictly linear one is to have the connecting rod split in two, the two parts hinged together and the one connected to the cynlinder sliding inside a tightly adjusted tube. Even so, with now the pull mostly aligned to the desired motion, the part going through the tube needs to be heavily lubricated.




read 748 times
8/8/2012 11:17:52 PM (last edit: 8/8/2012 11:18:31 PM)
show user profile  DannyMax
Im trying to copy a design of an old engine at crossness pump house. I have a gif file I could show you but I cant post it up on the net as its not mine and have been asked not too.




read 734 times
8/8/2012 11:48:17 PM (last edit: 8/8/2012 11:48:17 PM)
 
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