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Old 21-10-2007, 08:25 AM   #76
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JR,

Actually, if you could post a screen capture of the leg rig you have set up and a description of the way you are handling the piston/cylinder section that would be great.

-Rick
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Old 21-10-2007, 12:00 PM   #77
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Does this pic explain it for you?
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Old 21-10-2007, 04:25 PM   #78
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Thanks JR,

That is perfect.

Rick
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Old 07-11-2007, 05:35 AM   #79
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Default Hydro Animation

Hiya,

i spend two Days to get a full working rig for the cude little fella. well, after all it was more than one day only to get the hydros to work.

I keyt out a short animation (no i didn't tweak any tangents) to see how it looks like.

you can DL it at

MechAnimation


Cheers
Mac

btw... maybe i am dumb as hell, but i think the rig ahead won't work well. U use a csSolver, and it will bend the hydro joint. but most interessting - how you gonna move the hydros without messing up the rest?
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Old 07-11-2007, 06:39 AM   #80
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Mac762, The rig works good for me. The only problem I spotted on yours was that it leans too much to the sides when it moves.
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Old 07-11-2007, 06:56 AM   #81
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Talking just nosy

hiya,

would be really nice if you could post who you manage to slide in the hydros in a walkcycle. Since i am still a n00B in animation maybe i do something completly wrong.

I tried the rig. Parentet the hydros to the hydro joint and slided it along the y axis of the joint. Worked pretty good to the point i tried to parent the ikHandle to some control curve. The endeffctor wants to maintain its position at the controlcurve (which is correct in terms on point constraints), while the y axis slide bends the upper joint down instead of moving up in y.

I would appreaciate any hint to fix that issue.

cheers
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Old 07-11-2007, 07:04 AM   #82
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Default Re: just nosy

Originally posted by mac762
Since i am still a n00B in animation maybe i do something completly wrong.
That makes 2 of us.
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Old 07-11-2007, 12:01 PM   #83
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It would be nice to see how someone with experience rigging would properly rig this model.

The hydros really toss a spanner into the works. I have a version that is working on mine. But I am sure it is not anywhere close to how it should really be rigged.

I plan on animating it over the winter break comming up in a couple weeks.
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Old 07-11-2007, 07:57 PM   #84
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Red face works

well, after all, it is working. I only miss more control in joint 3.
Since it is controlled via IK, i can't rotate it manually.

but... you can't have it all, do you ?

Anyhow, you're right, i would love to see how, for example Kurt who's baby this is after all, would do the rig.


cheers

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Old 09-11-2007, 11:02 PM   #85
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Nice job on those mechs! I really like the big launchers on MAC762's. I haven't even thought about texturing, let alone igging the one I'm working on yet -- looks complicated. Hopefully, using the ideas you kind folks have put forth, I'll figure it out...
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