Pose script and instances?
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- synthsin75
- Posts: 9981
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
Yes use version 10 please. In my signature you can download the package with all the compatible scripts.madrobot wrote:No problem Genete
Thanks very much
The problem is the one that synthsin75 mentioned. If there is any mismatch between front and side views in terms of points ID numbers the script fails.
This is something that cannot be avoided as well as the script uses the ID numbers to do the magic
-G
Thanks guys
I really appreciate the support and information
Genete Thanks!
I did see the newer version in your thread
But I was frightened by the other information about it (10)
And so overlooked that it was the right version to use
When I saw the features and other things it does in that update
I thought it was too advanced for what I needed and that I
should stick with 9.1
So thanks for your patience guys and sorry for wasting so
much of your time with dumb-ass questions.
Just ask Chuck, he's used to heaps of those questions from me
I am reworking from the fold-up stage
as there does seem to be an issue with a lost point somewhere
I'll update when I have something interesting to show.
I really appreciate the support and information
Genete Thanks!
I did see the newer version in your thread
But I was frightened by the other information about it (10)
And so overlooked that it was the right version to use
When I saw the features and other things it does in that update
I thought it was too advanced for what I needed and that I
should stick with 9.1
So thanks for your patience guys and sorry for wasting so
much of your time with dumb-ass questions.
Just ask Chuck, he's used to heaps of those questions from me
I am reworking from the fold-up stage
as there does seem to be an issue with a lost point somewhere
I'll update when I have something interesting to show.
Synthsin I have a quick question?
I've sussed out rigging the wheels and it seems to be working well so far.
I used bone constraints to have spinning of all wheels driven by one bone.
Nice.
I constrained the steering on the rear wheels to the masterY which rotates the car. So the rear wheels go with the car, which is great.
I have the steering of one front wheel constrained to the other,
so one bone steers the front wheels, which is sweet.
BUT my question is
Do you have any advice on that front wheel steering?
Can bone constraints be animated? (on and off?)
Because while I can manually steer the front wheels all the time,
it would be handy if they turned with the car as default,
and could be adjusted from there as required.
Otherwise I have to key the front wheels every time I key the car rotation.
I know, I'm too fussy
I've sussed out rigging the wheels and it seems to be working well so far.
I used bone constraints to have spinning of all wheels driven by one bone.
Nice.
I constrained the steering on the rear wheels to the masterY which rotates the car. So the rear wheels go with the car, which is great.
I have the steering of one front wheel constrained to the other,
so one bone steers the front wheels, which is sweet.
BUT my question is
Do you have any advice on that front wheel steering?
Can bone constraints be animated? (on and off?)
Because while I can manually steer the front wheels all the time,
it would be handy if they turned with the car as default,
and could be adjusted from there as required.
Otherwise I have to key the front wheels every time I key the car rotation.
I know, I'm too fussy
Have you tried the "limb" feature.
First rig the car to masterX and masterY bones then add a mx and my bone (using the script dialog option) and rig one wheel by selecting a pt bone of the car as the root bone. It would make all the whel pt bones children of the selected pt bone of the car what allow make its 3D movement relative to that bone (it is hard coded in the 3Dgrid script)
Then mx and my bones controls wheel rotation and are child bones of the masterX and masterY bones. Then the script takes account the global angle of the mx and my bones (not the relative) and the wheel rotates in two terms, by the chassis and by its own rotation.
Try it with a simple model first.
Enjoy!
First rig the car to masterX and masterY bones then add a mx and my bone (using the script dialog option) and rig one wheel by selecting a pt bone of the car as the root bone. It would make all the whel pt bones children of the selected pt bone of the car what allow make its 3D movement relative to that bone (it is hard coded in the 3Dgrid script)
Then mx and my bones controls wheel rotation and are child bones of the masterX and masterY bones. Then the script takes account the global angle of the mx and my bones (not the relative) and the wheel rotates in two terms, by the chassis and by its own rotation.
Try it with a simple model first.
Enjoy!
- synthsin75
- Posts: 9981
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact: