Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 14-11-2002, 01:16 AM   #1
dave_baer
Moderator
 
dave_baer's Avatar
 
Join Date: Sep 2002
Location: Plantation, Florida
Posts: 1,568
Thanks: 0
Thanked 12 Times in 9 Posts
Default Mech-Crusher

This is something I'm working on for my thesis project at school. Its a mechanized car crusher. There's lots more to do on it yet, but here's a rough draft.



And here's a detail of the control cabin, modeled after a Mack truck.

Got some artifacting going on there... that's not a granite texture... can't figure out what it is though. Looks like some rebuilding is in order.

__________________
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
dave_baer is offline   Reply With Quote
Old 14-11-2002, 01:19 AM   #2
adldesigner
Registered User
 
adldesigner's Avatar
 
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363
Thanks: 0
Thanked 9 Times in 9 Posts
Default

Hey Dave, Excellent model!

However, is it going to go into WIPs or is it going into competition? I canīt quite go on updating everybodyīs entries if they are all around the place

So whatīs it going to be?

Itīs already updated.
__________________
adldesigner
Caracas, Venezuela
Hell .. not gone perse, but with a certainly lower post count per day.

adldesigner is offline   Reply With Quote
Old 14-11-2002, 01:31 AM   #3
dave_baer
Moderator
 
dave_baer's Avatar
 
Join Date: Sep 2002
Location: Plantation, Florida
Posts: 1,568
Thanks: 0
Thanked 12 Times in 9 Posts
Default

Ehhh.. Yeah, I guess I'll move it over here. I'm so pressured for time right now with my thesis and all that I won't be able to get it totally finished as per the guidlines for the competition.

And to answer your post at the other place...

Yeah, the hydros are rigged. In fact, Im writing a tutorial on how to do it. Gonna post it in the How I Did It forum when its done. And as you can see, Im going to have a field day rigging this one as well.

The legs on this model are actually from the other model. I found a more detailed pic of the original Star Wars droid and re-did the legs for this model... more detailed. Gonna go back and redo the other walker so that its up to specs.
__________________
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
dave_baer is offline   Reply With Quote
Old 14-11-2002, 01:35 AM   #4
adldesigner
Registered User
 
adldesigner's Avatar
 
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363
Thanks: 0
Thanked 9 Times in 9 Posts
Default

Sad to hear it ainīt going to be part of the competition, but gladly it ainīt going anywhere. Itīs staying right here.
Iīll be on the lookout for more updates! Great work!

I would like to see the other oneīs skeleton though ... Must be quite a piece of engineering.
__________________
adldesigner
Caracas, Venezuela
Hell .. not gone perse, but with a certainly lower post count per day.

adldesigner is offline   Reply With Quote
Old 14-11-2002, 01:45 AM   #5
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,285
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Nice model, look great.
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

http://kurtboutilier.cgsociety.org/
Kurt is offline   Reply With Quote
Old 14-11-2002, 01:52 AM   #6
adldesigner
Registered User
 
adldesigner's Avatar
 
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363
Thanks: 0
Thanked 9 Times in 9 Posts
Default

Originally posted by dave_baer
Yeah, the hydros are rigged. In fact, Im writing a tutorial on how to do it. Gonna post it in the How I Did It forum when its done. .
Great man! If you need some graphical help for the tutorial (you know, the makeup proceure) give me a shout!
Iīm into using this kind of treatment for the images I make in Maya to ilustrate errors or to ask for help.
You can see what Iīm talking about HERE

See you around dude.
__________________
adldesigner
Caracas, Venezuela
Hell .. not gone perse, but with a certainly lower post count per day.

adldesigner is offline   Reply With Quote
Old 14-11-2002, 02:33 AM   #7
dave_baer
Moderator
 
dave_baer's Avatar
 
Join Date: Sep 2002
Location: Plantation, Florida
Posts: 1,568
Thanks: 0
Thanked 12 Times in 9 Posts
Default



As you can see, it's a simple rig. nothing special, just some IKs. The tricky part was the hydros and how I had to do them. Mostly aim constraints and stuff which only show up as boxes. So, when I get that tutorial up, I'll let ya know so you can see how I did it.

__________________
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
dave_baer is offline   Reply With Quote
Old 14-11-2002, 03:03 AM   #8
adldesigner
Registered User
 
adldesigner's Avatar
 
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363
Thanks: 0
Thanked 9 Times in 9 Posts
Default

Great! Looks even better from here! now that we know itīs going into a tutorial ...
__________________
adldesigner
Caracas, Venezuela
Hell .. not gone perse, but with a certainly lower post count per day.

adldesigner is offline   Reply With Quote
Old 14-11-2002, 09:34 AM   #9
Roman
Supreme Being
 
Roman's Avatar
 
Join Date: May 2002
Location: Athens, Greece
Posts: 1,123
Thanks: 0
Thanked 1 Time in 1 Post
Default

nice model dave_baer.. :p
Roman is offline   Reply With Quote
Old 14-11-2002, 06:39 PM   #10
brian_ellebracht
Registered User
 
brian_ellebracht's Avatar
 
Join Date: Oct 2002
Location: St. louis Mo
Posts: 1,580
Thanks: 0
Thanked 8 Times in 8 Posts
Default

Couldn't you have just done set driven key for the hydros? I use set driven key for just about everything, It may take a while to set up, but in the long run when animating its worth it.
Nice,
Brian
brian_ellebracht is offline   Reply With Quote
Old 14-11-2002, 06:40 PM   #11
brian_ellebracht
Registered User
 
brian_ellebracht's Avatar
 
Join Date: Oct 2002
Location: St. louis Mo
Posts: 1,580
Thanks: 0
Thanked 8 Times in 8 Posts
Default

The legs definetly have old school SW style, good job
brian_ellebracht is offline   Reply With Quote
Old 14-11-2002, 07:05 PM   #12
dave_baer
Moderator
 
dave_baer's Avatar
 
Join Date: Sep 2002
Location: Plantation, Florida
Posts: 1,568
Thanks: 0
Thanked 12 Times in 9 Posts
Default

No brian, set driven key wouldn't give me the results I needed since SDK only gives the result of two set keys with the movements in between each set key. I needed the hydros to expand and contract independently and "naturally" rather than mechanically. In other words, if I moved a leg left and right rather then forward and backward, the hydro had to move according to how the leg moved. If I used SDK, then I would have had to set a key for every possible movement of the leg. The method I used of point and aim constraints took away the extra animation work that SDK would have required. This way, I dont have to touch the hydros at all.

__________________
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
dave_baer is offline   Reply With Quote
Old 14-11-2002, 07:11 PM   #13
brian_ellebracht
Registered User
 
brian_ellebracht's Avatar
 
Join Date: Oct 2002
Location: St. louis Mo
Posts: 1,580
Thanks: 0
Thanked 8 Times in 8 Posts
Default

I guess I am misunderstanding what you relating to when you are talking about your hydros. My apologies. I had mentioned that because I have been working on a project for a company, and basically I am showing how some of their equipment. Every movement has a hydraulic pump/cylinder on it. I did a SDK on when the arm would move, so would the appropriate hydro's. I Just set a key at the absolute maximum, and I set a key at the absolute minimum... Those were the only keys, but I had to set them for the arm and the hydro pieces, for each arm. I think I just misunderstood what you were talking about. Thanks,
Brian
brian_ellebracht is offline   Reply With Quote
Old 14-11-2002, 07:59 PM   #14
brian_ellebracht
Registered User
 
brian_ellebracht's Avatar
 
Join Date: Oct 2002
Location: St. louis Mo
Posts: 1,580
Thanks: 0
Thanked 8 Times in 8 Posts
Default

Hi. Umm.. just trying to get an idea of what you are doing for the hydros. I am very interested. This is something that I made in under 5 min, it uses SDK, all I have to do is rotate the cubes to get the cylnders to move. Is this along the lines of what you were talking about? THanks for the info Can't wait to see the tutorial
Brian
brian_ellebracht is offline   Reply With Quote
Old 15-11-2002, 02:33 AM   #15
dave_baer
Moderator
 
dave_baer's Avatar
 
Join Date: Sep 2002
Location: Plantation, Florida
Posts: 1,568
Thanks: 0
Thanked 12 Times in 9 Posts
Default

Yeah, it's similar to that, except that I'm not limited to the movements between two keys. I can move the legs in any direction and the hydros (cylinders) will follow accordingly. Your example shows the "legs" moving only up and down, whereas mine will let me move in any direction. I'll try to get an animated example up soon for you so u can see what I'm talking about.
__________________
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
dave_baer is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletinŪ Copyright © 2000-2015, Jelsoft Enterprises Ltd.