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Lee Minardi
United States
Registrace 20. 01. 2007
An eclectic mix of AutoCAD and 3ds Max tutorials coupled with my personal hang gliding videos.
Winding wire on spindle
A quick tutorial on how to wind a wire around a grooved spindle.
zhlédnutí: 162
Video
3ds Max Tutorial - Creating Your Own Solver for a Trolley Rig
zhlédnutí 323Před rokem
This 3ds Max tutorial explains how a solver works by making successive guesses in search of a valid solution. The need to connect a trolley car’s boom to an overhead electric cable is used as an example to explain the concept and detailed steps to create your own solver.
Morningside Flight Park, July 31, 2022
zhlédnutí 328Před rokem
First foot launch in 10 years from the 450' training hill. Very light winds. I thought I was going to land in the creek so flared late.
3ds Max Tutorial - Animating the Twisting of a Pair of Wires
zhlédnutí 936Před rokem
How to model and animate the twisting of two wires in 3ds Max.
3ds Max Arnold Animating Visibility Tutorial
zhlédnutí 1,9KPřed rokem
A step by step tutorial on how to animate object visibility when using the Arnold renderer in 3ds Max. The use of a gradient map is use to achieve a fade in or out effect. Arnold does not support a visibility track. For renderers that do support a visibility track please see this tutorial czcams.com/video/fY3pR0bZlUI/video.html
3ds Max Tutorial - Rigging a Hexapod
zhlédnutí 3,9KPřed 4 lety
A detailed tutorial of how to create the rigging for a six actuator hexapod in 3ds Max. Vector math is used with transform controllers to enable accurate motion simulation. The actuators are connected via offset universal joints.
Using Matrices to Rig a Scissor Mechanism in 3ds Max
zhlédnutí 8KPřed 5 lety
This tutorial details the steps of rigging a scissor mechanism. An HI IK Solver is used to model the action of two links while transform scripts are used to duplicate the motion for other links. This tutorial provides an introduction to using matrices for 3ds Max users.
3ds Max Tutorial - Rigging a Telescoping Beam
zhlédnutí 7KPřed 6 lety
The process of using 3ds Max expression controllers to model the action of an expanding/contracting telescoping beam.
Tutorial - Animating the Removal of Material with 3ds Max
zhlédnutí 2,8KPřed 6 lety
How to animate the removal of material by an NC cutter following a tool path is outlined. The technique could be used in other applications where a gradual reveal is needed to show the inside of an object.
Tutorial: Modeling and Animating a 4-bar Linkage with AutoCAD
zhlédnutí 31KPřed 6 lety
How to model a 4-bar linkage in AutoCAD using blocks and parametric constraints. A VLISP program is used to animate the end result. Here's a listing of the animationrotation vlisp program. Note that CZcams does not permit the use of the "less than" symbol (left point "V" ). Be sure to edit the line with the WHILE statement by changing ??? to the less than symbol. (defun c:animaterotation (/) ; ...
Hang Gliding Cape Cod - Lighthouse to Lighthouse
zhlédnutí 2KPřed 6 lety
Hang gliding from Cape Cod's Highland Light to Nauset Lighthouse 14 miles south in high winds. A goal for many New England hang glider pilots is to "tag the lighthouses" of outer Cape Cod. This requires the pilot to launch at the state beach in Wellfleet fly north to Highland Light in Truro and then south to Nauset lighthouse in Eastham before return to the beach in front of the launch site. Th...
3ds Max Tutorial - Slider-crank mechanism Part 2
zhlédnutí 3,4KPřed 7 lety
Part 2 of a step-by-step process for using expression controllers to rig the kinematics of a slider-crank (piston) mechanism. Motion in any direction is enabled by referencing a Point Helper. Part 1 is available at: czcams.com/video/VYaxjfu682w/video.html
3ds Max Tutorial - Part 1 - Slider-crank mechanism with Expression Controllers
zhlédnutí 16KPřed 7 lety
Part 1 of a step-by-step process for using expression controllers to rig the kinematics of a slider-crank (piston) mechanism. Motion in the direction of a principal axis or at any angle is addressed. Part 2 is available at: czcams.com/video/zDWGOCK_EcE/video.html is provides an easier method for rigging a piston at any orientation and to allow the mechanism to move is space as would be found on...
Hang Gliding Tour of Wellfleet Beaches
zhlédnutí 7KPřed 7 lety
An aerial tour of the beaches of outer Cape Cod, Massachusetts viewed from a hang glider. Also check out my video Hang Gliding Cape Cod - Lighthouse to Lighthouse czcams.com/video/-WoWSS2yAZ8/video.html
Hang Gliding - New Hampshire
zhlédnutí 2,2KPřed 7 lety
A nice late summer hang gliding flight at Morningside Flight Park.
Tutorial: Rigging a 6 Bar Excavator Linkage with 3ds Max
zhlédnutí 77KPřed 9 lety
Tutorial: Rigging a 6 Bar Excavator Linkage with 3ds Max
Six Wedge-Brick Rocket Stove for Northern Uganda
zhlédnutí 537Před 9 lety
Six Wedge-Brick Rocket Stove for Northern Uganda
Hang Gliding Mt Greylock Massachusetts, May 20, 2012
zhlédnutí 3,8KPřed 12 lety
Hang Gliding Mt Greylock Massachusetts, May 20, 2012
Rad!
Perfect ^^
Perfect @^^
This can be done without programming. I don't really understand why such simple things need to be done with programming.
Very interesting! and great work. I hope to try a similar project soon with some of this fancy mechanical rigging.
9 years later its still useful
Excellent work!
How can I connect the lines with the object itself. When I merge the moving lines, the object does not move?
As noted in the tutorial each link is a block. Are you familiar with AutoCAD blocks? Each of the blocks have a line on the xy plane whose ends are referenced when applyng the coincident constraint. The 3D solid part of the link is a solid object on a different layer of the same block as the lines. Since the reference lines are part of the same block as the "object" they move together. Please let me know if you require further explanation with specifics about what is unclear.
thanks this is very helpful can you please explain me how to add the green vertical parts 0.01 thanks
I'm glad that you found the tutorial helpful. There are 8 vertical green slats. I've named them slat00 to slat07. They are all children of DummyBase. Slat00 moves with DummyBase and needs nothing else. Slat01's position 1/7 the distance to DummyControl so it has a Position Expression associated with it with the expression: DummyControl / 7. Slat02 has a position expression: 2 * DummyControl / 7. Slat03 has a position expression: 3 * DummyControl / 7. .etc. Please let me know if you have additional questions.
@@LeeMinardi I can’t thank you enough . you saved my life thankss 💚
Amazing !, Thank You!
omg, you always have solutions for everything bro! Only today i found your channel, and i will subscribe now! Thanks!
Very good video, thanks
<3 Thank you!
A new thing for thank you. But very difficult to understand.
I remember driving on the Curran Hwy and one of these guys fly right over.
nice
Not working for me but thank you for the insight
Post your file and a detailed comment of what is not working at the Autodesk 3ds Max Rigging forum and I will try to respond. The forum is located here: forums.autodesk.com/t5/3ds-max-animation-and-rigging/bd-p/area-b27
It has worked, was using the units wrong. Thank you very much and keep up the good work!@@LeeMinardi
Hey there, I've got a little bit of trouble with trying to figure out hexapods. So I'm trying to model a robot, and for a limb joint I'm using a hexapod as an omnidirectional way of having more motions at the joint area to make the robot feel more natural. I'm using a sphere as the end of both piston face and piston housing. And my trouble is in rigging the thing. Can you help me find some instructions on that?
Forgot to mention, the piston attachment points are designed in a ball and socket fassion because the hexapod bases are hidden so the piston ends are not visible and I can get away with a ball and socket, but riggimg the contraption using bones or scripts is the part I'm struggling with. Thank you
@@thecursedhero I'm not sure of the kinematic validity of using ball and socket joints but doing so should make the rigging very easy. Set the pivot points for the inner and outer pistons at their base with a local axis in the direction of piston's centerline. Then, all you need to do to rig the system is to assign a Look-At constraint to each actuator (cylinder) that points to its mating cylinder's base. Note, the Autodesk 3ds Max Rigging forum: forums.autodesk.com/t5/3ds-max-animation-and-rigging/bd-p/area-b27 is an excellent place to get answers to your rigging questions. I review it on a regular basis. If you have more question and would like to post a file check out the forum.
Clever!
Very useful, thank you!
Cool
What if the object has a bitmap as base color ? It moves with the gradient.
Add a second UVW Map modifier to the object and assign the base color bitmap to it. Do not animate the UVW Map for the base color. If the "visibility" UVW Map uses channel 1 then use channel 2 for the base color UVW Map.
Thank you so much :D
create more!!!!!!!!!!!!!!! ) very cool prolly simple for you but very interesting for me for eg!
Mikhail, I'm glad you enjoyed the video. Do you have any suggestions for a Max tutorial that you would like to see? Lee
@@LeeMinardiHi! Will be cool more tutorials about rigging different mechanisms. Like gears, springs of car (sorry for my English)) excavator etc
You gave a clear demonstration as to why pod harnesses are better than cocoons.
CORRECTION. My post #2 does not show the unit vector for the variable ZDown. Here are the complete set of expressions. LBEnd = PtLongEnd*BoomLong*dumBase SBEnd = PtShortEnd*BoomShort*dumBase L1 = length(LBEnd.row4-SBEnd.row4) LT = 250+CableLen ZDown = (matrix3 [1,0,0] [0,1,0] [0,0, 1] [0,0,L1-LT]) LBEnd*ZDown lee.Minardi can you help me plz do a tutorial of this mechanism also i want to a hose with that crane operating end thanku
But in Unity this is dont work, right?
I'm not a Unity user. Please see if the technique I use in the following tutorial works in Unity. Thanks. czcams.com/video/lMRmfEeDfdE/video.html
I like the scary looking bumpiness and sounds, I know it was NOT as bad as it looked or sounded. Fun to see in one of the McKellar sweatshirts too!
Thankyou ^-----^
Thank you wery much
Hey Lee, this works great, thanks so much! I can use it for training my aviation maintenance students on flight controls and ???. One bug so far, when trying different parameters for smoother action such as step size 1 degree, time delay 20 and steps 360 (a full circle) it sometimes crashes and becomes nonresponsive. Any ideas? Are there limits beyond which we should not push those parameters
Hi Barry, I'm glad you found the program useful. It's possible to create 4 bar linkages where the crank cannot rotate 360 degrees. Could that be the issue? What were the dimensions for the linkage that caused the program to crash? Please state: the distance between the pivots, the length of the crank located at one of the pivots, the length of the link connected to the other pivot and the length of the couple link.
Hey. For the AnimateRotation programme what sofiware do you have to use? Or it is just a notepad?
In AutoCAD go to the Manage tab then click Visual LISP Editor, File, New File and type in the program. Save the file as AnimateRotation (.scr will be appended automatically). Click Tools, Load text in Editor or give the Script command in AutoCAD to load the program. After it is loaded you can run the AnimateRotation command like any other command.
Excellent!!! So Technical....Love it...Thank you for great trick tutorial
Thank you very much, great tutorial as always :) cheers
Love your channel man, just recently subscribed. It's hard to find information on these more advanced topics nowadays. So I really apprecieate you sharing your knowledge! By the way, you kind of sound like Garry Shandling!
I'm glad enjoy my channel. I'm considering creating a 3ds Max tutorial with more details of using vector math for 3D rigging and perhaps numerical methods for creating your own solvers. What would interest you? BTW, you're the first to link my voice to Gary Shandling (RIP).
This is great to know! I was thinking to make an object visible by growing or shrinking it, but your video showed me a lot of new techniques to think about. Thanks man!
Great explains please upload more video
Thank you 💕💕💕💕 boss
5 years later its still useful, Thank you Lee!
Hello, I'm an audience from China. Your Video is really great and gives me a lot of ideas to solve problems,er,I want to make one machine like this in maya2022 cause i only kown how to rigging in maya .Do you think it is realistic to realize it? My english is not good.
I'm sorry but I am not familiar with the rigging features of Maya.
@@LeeMinardi All right ,thanks for your reply,I still have one question,In your Video ,the script Controller of the outer piston,there are sentence said Aw = pinAgreen * couplerAT - - pin A world coor,I just want to know the meaning of this sentence,What does this symbol“- -”and World coor means?Is this means the subtraction and the pin A world coordinate?last,Thank you for your willingness to answer my question
@@user-fw1fr6sq5l In Max Script two hyphens - - means the start of a comment. Whatever follows on that line will be ignored by the Max Script interpreter when running the code. In that line of code we are stating that the world coordinates of the green axis of A (Aw) can be determined by multiplying the local position of the green axis (pinAgreen) times the transformation matrix of coupler A (couplerAT).
@@LeeMinardi Thank you for your explanation
This is still relevant and helpful for 2022. Thanks for getting straight to the point as well.
Is this possible to get the lsp file to do this rotation?
I've added a listing of the program to the description paragraph. Before using it be sure to make the noted change for the "less than" symbol.
@@LeeMinardi Thanks a lot!
dude !!! you just saved me :) been looking for same exact thing.
Genius! Precisely what I needed!
Nice flight and landing Lee
i know be a bit windy on the mic. but no coms on simplex. bummer... probley be the 1st to do that.. 73 om .
Awesome video! Do you still fly there ? This video makes me want to move back to NE! Lovely
Very useful, thank you.
Hi! When I try to do the "Coincident" part, only the line moves to the fixed point but the solid remains on its position. What am I doing wrong? :c
Each link is an AutoCAD BLOCK with a solid object on one layer and a line on another layer. The line is referenced for applying the coincident constraint. I mention this at 0:16 in the video. Since the line and the solid are components of the same block they will move together. Does this answer your question?
@@LeeMinardi YES! Thank you. I didn't know what a BLOCK was hahaha I appreciate it ;)
@@LeeMinardi But, do you have a video to learn how to link a solid with a line. Even if they are circles with some kind or rounded solids, how can I know how? Please, help me!
Thank you so much, it help me alot..