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View Full Version : Oldtimer confused - Parenting and pivot points looking for advise pls



Zerowaitstate
10-25-2015, 04:10 AM
Hey guys. its been a long while since i have played with LW (Amiga then 6.5 in PC land).... i have dived back in recently with the 2015 upgrade and version as im working in a lot with the Oculus and and need a familiar tool for asset generation.

Im submitting a 360 stereo video to a local art conniption,i have come acropper trying to rig some mechanical type animation see embeded image

130553

i have the 3 hinges in red parented to the Chock base with pivot points positioned appropriately, those objects will target golas in the REAR HINGE.(all good so far)

The rear hinge will be parented to the Choc roof

Is there a way to make the rear hinge bottom fall naturally as the roof lifts ub and down ? would i make it have a goal tied to the lower red hinge end .... its hard to describe what im wanting in words hopefully the image helps.

All help and advice appreciated

Surrealist.
10-25-2015, 03:04 PM
I am pretty sure there are examples of this around. It has come up before. Been a while since I have working with constraints. But as a general tip it would include some nulls and positioning the objects in Modeler down the positive Z so when a target or aim constraint is used it points in the right direction.

Or you could also use Bones which will give you other options (IK) and also solve the Z problem.

Genoma perhaps?:

https://www.youtube.com/watch?v=Vkrrd5QjvXM

http://forums.newtek.com/showthread.php?134171-Genoma-Rigging-Mechanical-Objects

I am not going to be able to help with specifics. But in general you can solve half of the issue with IK starting at the base and worlking upward.

Anyway maybe someone has a link to a scene or better more specific ideas. I can't seem to find any threads at the moment. But you can try searching for it on Google or here.

Zerowaitstate
10-25-2015, 11:40 PM
I am pretty sure there are examples of this around. It has come up before. Been a while since I have working with constraints. But as a general tip it would include some nulls and positioning the objects in Modeler down the positive Z so when a target or aim constraint is used it points in the right direction.

Or you could also use Bones which will give you other options (IK) and also solve the Z problem.

Genoma perhaps?:

https://www.youtube.com/watch?v=Vkrrd5QjvXM

http://forums.newtek.com/showthread.php?134171-Genoma-Rigging-Mechanical-Objects

I am not going to be able to help with specifics. But in general you can solve half of the issue with IK starting at the base and worlking upward.

Anyway maybe someone has a link to a scene or better more specific ideas. I can't seem to find any threads at the moment. But you can try searching for it on Google or here.

Cheers ill check those out i was thinking bones but thought there may be a new school method, its and odd situation as you effectively have 3 pivot point, i have the same problem with the chock roof and it has two sets of Hydraulic piston that push up independently and the hinge at the back pulling the lower hinges in to position. probably best to look with fresh eye not ry to figure out at 10 PM

pinkmouse
10-26-2015, 03:15 AM
Have you seen this (https://www.youtube.com/watch?v=Vkrrd5QjvXM) tutorial by Lino?

jeric_synergy
10-26-2015, 02:59 PM
Have you seen this (https://www.youtube.com/watch?v=Vkrrd5QjvXM) tutorial by Lino?
Watching Lino's tutorial (above #4) it all seems very slick except for the (painful, to me) process of making full-layer Weight Maps. (Yuck, tedious.)

For such a mechanical task (the task, not the subject matter), I'm wondering if somebody has already created a script that would apply simple names for entire layers? A quick perusal of the Plugins page (https://www.lightwave3d.com/assets/plugins/) doesn't turn up a likely candidate.

Probably doing it as "Weight map all selected layers" would be the way to approach it. Another viable way would be "All VISIBLE Layers". Anything to get rid of all that typing. ;)

Zerowaitstate
10-26-2015, 10:43 PM
Have you seen this (https://www.youtube.com/watch?v=Vkrrd5QjvXM) tutorial by Lino?

Yes, a link to this was in the previous advise, its good as far as it goes, but have yet to apply it and see how it behaves when there are more than one pivot point at play.

In the picture you will see the rear hinge pivots at the top where it connects to the Chock roof. This in turn is affected by the three red objects (that track it as a goal) but also effect its angle

ernpchan
10-26-2015, 11:08 PM
Watching Lino's tutorial (above #4) it all seems very slick except for the (painful, to me) process of making full-layer Weight Maps. (Yuck, tedious.)

For such a mechanical task (the task, not the subject matter), I'm wondering if somebody has already created a script that would apply simple names for entire layers? A quick perusal of the Plugins page (https://www.lightwave3d.com/assets/plugins/) doesn't turn up a likely candidate.

Probably doing it as "Weight map all selected layers" would be the way to approach it. Another viable way would be "All VISIBLE Layers". Anything to get rid of all that typing. ;)

TruArt has a Parts to Weights.
https://www.lightwave3d.com/assets/plugins/entry/partstoweights/

You might be able to repurpose this script.
https://www.lightwave3d.com/assets/plugins/entry/random-weight-per-connected/

jeric_synergy
10-26-2015, 11:38 PM
TruArt has a Parts to Weights.
https://www.lightwave3d.com/assets/plugins/entry/partstoweights/
It's late, that whiskey was good, and I'm fatigued: is this applicable in this case? Lino's workflow seemed to be layer-oriented vs. Parts.

ernpchan
10-26-2015, 11:44 PM
Maybe in conjunction with this script.
http://forums.newtek.com/showthread.php?117380-A-script-to-extract-every-quot-Part-quot-to-it-s-own-Layer

There might be a more direct or native tool that dies this. I don't know if one offhand. I'm a bit out of the loop on everything LightWave.

jeric_synergy
10-26-2015, 11:52 PM
Back to the OP's question: I'm pretty sure I JUST watched a Rebel Hill video, free on YouTube, about this very kind of linkage: unfortunately, I watched a bunch in sequence and can't narrow it down for you.

I do remember that, for the pistons, the tricky bit was that the two tubes of the pistons targeted each other.