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View Full Version : Inverse kinematics problem with lever arms



sticks3d
02-02-2006, 09:09 AM
I am having trouble animating this contraption and hope someone can help.
There will be other parts added later to the end of Arm 1.
I have set up the Wheel's rotation via expressions to sync with the motor and other wheel and added a Null for pivot point P3.
Arm 2 will follow P3 around the circle and drive Arm 1 at pivot P2.
Pivot point P1 is fixed.
I have tried inverse kinematics with a goal set up at P3 and can't get it to work.
_________________________
Gary Pawlik
www.gary3d.com

evenflcw
02-02-2006, 10:19 AM
Like so?

EDIT:
Just so I don't confuse needlesly, nulls P1 and P2 really aren't necessary. All you should need is 3 bones and the P3 goal null.

prospector
02-02-2006, 10:46 AM
something like this?

prospector
02-02-2006, 10:48 AM
beat me :thumbsup:
tho I did without bones

sticks3d
02-02-2006, 12:38 PM
Thanks evenflcw - I wrestled with using bones as well. I would be able to add bones as needed.

sticks3d
02-02-2006, 12:42 PM
Thanks also to you, Prospector. It helps to look at the schematic view in layout to see what's going on. This is for a job I am quoting and wanted to make sure I could add the other elements of this machine.

sticks3d
02-08-2006, 04:32 AM
I was able to create the animation for the customer and got the job. Even though it was a small one, it may lead to more. I even added another arm to follow the existing ones.