OMG I' finally found the perfect video with understandable instructions and detailed demonstrations of exactly what I'm trying to create in 3Ds Max. There are plenty of videos on character rigging but for simple mechanical systems like this, is the first for me. I've been trying to use bones for this but apparently that was my mistake. Thank You so much!!
Good tutorial! Although i would recommend to keep the hiearchy, IK chains and constraints to bones/helpers only. Then you would not ruin the rig if you were to switch mesh parts. And i would not use the initial offset in the look at constraints. If set up with correct look at axis, source axis and upnode axis you would have full control of the plane of rotation and avoid potential flipping. But i guess it is just a matter of personal preference :)
Well done DSW! I am making a quick animation for my portfolio and needed this for a different creation. (Suggestion) Add the 3ds Max file before adding the constraints and such (just the objects) so people can easily follow along. I had to make my own for it but was still useful. Thanks DSW! :)
Excellent tutorial, thanks! I just have a question though (something I'm trying to figure out. I have a similar piston-setup that I'm trying to rig, but in my case, the "half-rounds" (The blue parts on your arms) are part of the actual arm itself. I can get the arm "elbow" joints linked with the pin as you show in your tutorial, but is there any way to join the cylinder end to the second point on my model without having that point as a separate object (I.E the elbow joints linked, and the cylinder ALSO joined to actuate on the same object)?
Thanks, havent done any animation in ages and this was a good refresher for me. Quick question im trying to do some work with Cryengine4 will these kind of animation tools/settings transfer across or will i lose them in the import? Thanks.
After establishing the links, would you have been able to move f.e. the upper arm around the Z-axis? I am trying some of this out and I can't get that itch out of head that some axis constraints would be needed at some point.
I'm looking at making a multi-linked robotic arm which will require each linkage to rotate in the xyz as well as each segment having the ability to slide (like a sleeve so so the structure can extend and retract into itself). I've read on the 3ds documentation that a HD solver will be best for machines and anything with sliding parts. Just wondering if that's true and whether you'd have a tutorial for that?
Great tutorial....I need some help with a project. I'm trying to create a piston inside a shaft that rotates slightly on a pivot about half way up the inner piston. I have look at constraints on both ends but I can't seem to keep the outside shaft in proper motion with the inner piston when I rotate it on the pivot. Does that make sense?
Shutter Authority Please, do you know how to make 2 or more links from the same object? I am animating an Pixar Luxo Lamp, it must have two joints from the stand, with different linkage paths. When I try to joint it to two levers, it joints to last chosen only. What should I do?
I'm not sure if understand you correctly. For something like the Pixar Lamp you can use a HI solver. That was it'll all be IK. If you want to work in FK you can link each object to the next in the chain. In either case make sure your pivots are set correctly.
OMG I' finally found the perfect video with understandable instructions and detailed demonstrations of exactly what I'm trying to create in 3Ds Max. There are plenty of videos on character rigging but for simple mechanical systems like this, is the first for me. I've been trying to use bones for this but apparently that was my mistake. Thank You so much!!
Good tutorial! Although i would recommend to keep the hiearchy, IK chains and constraints to bones/helpers only. Then you would not ruin the rig if you were to switch mesh parts. And i would not use the initial offset in the look at constraints. If set up with correct look at axis, source axis and upnode axis you would have full control of the plane of rotation and avoid potential flipping. But i guess it is just a matter of personal preference :)
Thx for the video
Most tutorials are for organic rigs but they're working different than hard surface rigs
Very useful tutorial buddy, you are my hero from now :)
Boss, this is super neat, good job!
Thanks for teaching ^^
Thanks a lot for this, I'm animating a digger and the arm pistons were giving me such a headache as to how they needed to be linked.
Well done DSW! I am making a quick animation for my portfolio and needed this for a different creation. (Suggestion) Add the 3ds Max file before adding the constraints and such (just the objects) so people can easily follow along. I had to make my own for it but was still useful. Thanks DSW! :)
Thank you for this!!!! Made my day!!
Very useful, thanks!
Flawless.
thank you, it's really help me and easy to understand
Nice, now i could make a Exo-suit for my short film :D
Thank you very much! It was a very helpful video!
Very clear and useful tutorial! Thanks. :-)
very helpful
Excellent tutorial, thanks!
I just have a question though (something I'm trying to figure out.
I have a similar piston-setup that I'm trying to rig, but in my case, the "half-rounds" (The blue parts on your arms) are part of the actual arm itself. I can get the arm "elbow" joints linked with the pin as you show in your tutorial, but is there any way to join the cylinder end to the second point on my model without having that point as a separate object (I.E the elbow joints linked, and the cylinder ALSO joined to actuate on the same object)?
Thankyou ^ ^
pivots - links - ik's - constraints.. got it!
Thanks, havent done any animation in ages and this was a good refresher for me.
Quick question im trying to do some work with Cryengine4 will these kind of animation tools/settings transfer across or will i lose them in the import?
Thanks.
After establishing the links, would you have been able to move f.e. the upper arm around the Z-axis? I am trying some of this out and I can't get that itch out of head that some axis constraints would be needed at some point.
I'm looking at making a multi-linked robotic arm which will require each linkage to rotate in the xyz as well as each segment having the ability to slide (like a sleeve so so the structure can extend and retract into itself). I've read on the 3ds documentation that a HD solver will be best for machines and anything with sliding parts. Just wondering if that's true and whether you'd have a tutorial for that?
Thanks for this tuts...
nice man
good tuto
Great tutorial....I need some help with a project. I'm trying to create a piston inside a shaft that rotates slightly on a pivot about half way up the inner piston. I have look at constraints on both ends but I can't seem to keep the outside shaft in proper motion with the inner piston when I rotate it on the pivot. Does that make sense?
After added th HI when i move it up it rotates the uppet arm?
SURER!
How do I view the bone names of a model that I imported?
we can have more than one pivot??
Um, I'm not exactly sure of where this "select and link" button is. Please, PLEASE someone help me.
Its the symbol right below the 3ds max logo in the top right corner.
Shutter Authority Please, do you know how to make 2 or more links from the same object? I am animating an Pixar Luxo Lamp, it must have two joints from the stand, with different linkage paths. When I try to joint it to two levers, it joints to last chosen only. What should I do?
I'm not sure if understand you correctly. For something like the Pixar Lamp you can use a HI solver. That was it'll all be IK. If you want to work in FK you can link each object to the next in the chain. In either case make sure your pivots are set correctly.
useful