SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Animation / Animation / Animating my model, i've got no clue
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 30-12-2002, 12:15 AM   #1
schmick
Registered User
 
Join Date: Apr 2002
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
Talking Animating my model, i've got no clue

I have absolutely no idea how to go about animating this. I'd appreciate if anyone can point me in the right direction.



schmick is offline   Reply With Quote
Old 30-12-2002, 01:05 AM   #2
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Look like you can just parent the parts to diffrent joints then just rotate the joints for the animation.
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
Kurt is offline   Reply With Quote
Old 30-12-2002, 01:37 AM   #3
schmick
Registered User
 
Join Date: Apr 2002
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Yep i've done that so far, but I was wondering if there was an easier way to control it.

I'm going to have it shoot against a wall, where it will be writing a name or something in it.
schmick is offline   Reply With Quote
Old 30-12-2002, 01:44 AM   #4
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

From the look of it joint rotation is your best bet and you will have the most control. For the writting on the wall part, you have a few options. One way is to point constrian the gun tip to a locator then animate the locator to spell out the name.
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb

Last edited by Kurt : 30-12-2002 at 02:08 AM.
Kurt is offline   Reply With Quote
Old 30-12-2002, 02:06 AM   #5
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

For something more "automated", you can use a combination of IK chains and constaints to animate the gun. You'll need to be very careful about where you place pivot points and how you setup rotation limits, but it can be done. With this kind of setup, rather than rotating each joint to aim the gun, all you'd need to do is animate a target and the gun will follow.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 30-12-2002, 02:10 AM   #6
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Heheh danny we both came up with the same type of idea=)
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
Kurt is offline   Reply With Quote
Old 30-12-2002, 02:25 AM   #7
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

I must have missed your post while typing mine (doing too many things at the same time). Great minds think alike... or something like that...
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 30-12-2002, 02:38 AM   #8
schmick
Registered User
 
Join Date: Apr 2002
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Thanks guys, i'll have a go at that
schmick is offline   Reply With Quote
Old 31-12-2002, 03:05 PM   #9
kal
SM Alumni
 
kal's Avatar
 
Join Date: May 2002
Location: Exeter, UK
Posts: 407
Thanks: 0
Thanked 0 Times in 0 Posts
Default

take a look at the attached zip (scene file and example movie). is very crude but should give you an idea on how to go about doing it. one thing thats worth mentioning is that when aim constraining its quite common for the local rotation axis to need altering (ie if you do an aim constrain and it aims in the wrong direction or somthing). hope this helps, and any questions ask away !
kal is offline   Reply With Quote
Old 31-12-2002, 09:41 PM   #10
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

Danny's idea, only with setDriven keys.

And, maybe use the locator as an emitter/pfx brush etc....

Just some ideas
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Model Errors Urgent advice!! sreynoso Maya Basics & Newbie Lounge 11 23-10-2014 11:39 AM
Dog Model Vox520 Modeling 7 10-12-2010 09:28 AM

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.