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humbleego
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Adam's Illegitimate Son
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juggleballz
Mar 11 2005, 10:03 AM
Excuse me Mr Nurbs sir, or humble or yembles, with regards to the model  comlock posted up, would rigging have to be applied to the rings on the helmet and the chains on the chest, in order to make them act realistically?

There are a few ways, the less processor intensive and less realistic way would be to add a Custom Attribute, on perhaps the helmet, that would control their rotaton and you just make sure you place their pivot points where the rings center on the "helmet ring". Then you could key frame the Custom Attribute to animate with the head movement.

Or you could create two helper objects directly below the rings and add a "Look at Contraint" to each ring and have it point their respective dummy object. Then you Key Frame the position of the helper objects to animate

OR you could do some thing like Rigid Bodies and such that would calculate the movements of the rings after you animated the head. But, I've need messed with it and it increases you're production time because of the time it takes to calculate the reactions. Not a big deal if you're in a good studio, but at home, I avoid it. Also because in larger studios some one else would handle the physics of things like that and I'd be animating (preferably). ;)

Hope this helps...

BTW, those chains would be a nightmare to set up. Just like in 2D where you should avoid things like Tiny Stripes and stuff, you want to think about what you're capable of rigging and animating. Chains are cool, but not cool enough to make me use them and thus figure out a method to rig them. :gasp:
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