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Link Constraint problem
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  • Longsword
  • Posted: 29 February 2008 05:25 PM
  • Total Posts: 28
  • Joined: 17 December 2006 10:55 PM

I merged a plane model from another scene into the one I’m using, and when I created a line and attached a path constraint, the airplane suddenly jumps from the end of the line to somewhere else when I ran the animation. It’ll still follow the path, but from a different position.

Also, the airplane has some bones on it, and I cannot attach a path constraint to them (for testing I just used the mesh and ignored the bones). Is there a way to have the airplane follow the path with all its bones? Or can this only be done by hand animation?

Thanks.



3ds Max 9

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  • Location: West Midlands, England, UK
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A Path Constraint will attach at the Pivot Point of the Mesh. Select the Mesh an if necessary move the pivot point (Hierarchy Panel > Affect Pivot Only) to the middle of the ‘plane (Centre to object).

Get that sorted before worrying about the bones, but you can use a path constraint with bones - select the 1st bone and apply the constraint to that, not to the end bone. Not tried that when you have the bones “skinned” with a mesh - that may have an impact.



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • Longsword
  • Posted: 29 February 2008 06:32 PM

Thanks. Yes, the bones are skinned on to the mesh because I need to move some parts of the plane while it is flying.

I tried out what you said: “Affect Pivot Only” and I clicked “Center to Object” in alignment. The mesh follows the line fine, but when I link the bone to the path, things start to go strange from there. Suddenly, the mesh appears somewhere else, and I had to realign it. But, this time, it follows the line at a really weird angle, and the bones aren’t even in the correct position; it’s behind the plane! I can move the bones to manipulate parts of the plane, but at every frame, the plane reverts back to its weird sideways position.



3ds Max 9

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  • Location: West Midlands, England, UK
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Ok, position the bones inside the mesh, select the mesh, affect pivot only, Align (on the main toolbar) and pick the 1st bone. They should now “stick together”.

You may be better off not using bones - detach the moving bits of the plane (flaps etc) and select-and-link them to the plane. They will move with the plane (main body) but can be rotated independently.



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • Longsword
  • Posted: 29 February 2008 07:36 PM

Thanks! The first option didn’t work out too well. I deleted the bones and tried the second, and it worked perfectly.

I’m planning to add in some passengers to the plane (bone rigged). Since I had a lot of trouble with bones and path constraint, what would you recommend I do?



3ds Max 9

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Not quite sure what your problem is tbh. I just made a plane (ok, a tube :) ), a biped, and a rough rig from bones. Linked the biped and my rig to the tube, path constrained the tube to a line. Everything just works as I would expect it to. You must link the Com object (on a biped) or the “root” bone (the one to which the others are linked) for it to work - I think. Rigging is not something I deal with very much.



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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