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LookAt Controller / Constraint Conundrum
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  • Location: Mountain View, MO
  • Total Posts: 26
  • Joined: 18 July 2010 10:40 AM

Okay, I need help....I’m just too retarded to figure this out on my own :) so I need to recruit the brighter minds on here :D

I have attached a jpg below

I have a skull, with a mechanical eye with 3 parts. 
Ring A - The outer orbit part (This should only rotate around the X-axis in the jpg)
Ring B - The inner orbit part (This should only rotate around the Y-axis relative part A)
Eyeball - linked directly to part B inherits all X, Y, Z
(see image)

I have ring “B” looking at a helper dummy with a “lookAt Controller” so it follows the helper.  I have the helper linked to the skull so if the skull turns the helper does too.

The problem is ring “A”
I have it linked to “B”
If I set “A” to be linked to “B” then I make it only inherit the X rotation, right.
So the dummy moves, they eye follows, ring B rotates on its relative Y-Axis, and Ring A rotates on its relative X-Axis....all is good until the skull itself rotates, then “A” won’t inherit its Y orientation from “B”.

I need a way to make “A” keeps its orientation relative the skull, but have a lookat for it that is only constrained to rotate around its X-axis.

So here is the linkage I have (this might be my issue)

Eye (linked to)-> Ring B
Ring A (linked to)-> Ring B
Ring B (linked to)-> skull
LookAt helper (linked to)-> skull

Ring B is controlled by the lookAt targeting the helper.

So in a nutshell, “How do I limit a LookAt Constraint to one axis” I have tried all the locks but the controller just rotates it anyhow.

Thank you very much for any suggestions or help you can provide.



Sincerely,
Randell Trulson
http://www.NeuronGames.com

Attachment Attachment
Replies: 1
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This is really more of a rigging question than an animation question, but I think my approach would be to use a look at contstraint on the eye and link the eye to the skull. That gets your eye looking around.
Then create an Exposed Transform helper with the eye as the Exposed Node as the skull/parent as the Local Reference Node. That will give you local Euler angles for the eye’s orientation relative to the skull. Then you just wire those paramaters to your rings. X rotation to ring A and the Y rotation to Ring B, which is a child of ring A.

So the heirarchy looks like this:
Skull
- Eye (LookAt Constrained)
- Look at target node
- Ring A (X rotation wired to expose transform local euler X)
-- Ring B (Y rotation wired to expose transform local euler Y)

Author: CBruce

Replied: 20 June 2011 09:53 AM  
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Thanks dude.  I am trying it right now.  I will let you know how it turns out.  Yes this is the same issue I was attempting to script for, but I will skip the script for now and see if this does it for me.

thanks a million!



Sincerely,
Randell Trulson
http://www.NeuronGames.com

Replies: 0
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  • MLB
  • Posted: 20 June 2011 10:46 PM

You can also use the approach used here to rig the turret of a tank:

http://joleanes.com/tutorials/



3D Studio DOS to 3ds Max 2010
Windows XP 64
NVidia Quadro FX 3700
Dual Quad Xeon, 6Gb Ram

Replies: 0
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Thanks MLB....I have it partially working, but there are still issues with it....so I will look at this tutorial and see if I can get it closer.  thx!!



Sincerely,
Randell Trulson
http://www.NeuronGames.com

Replies: 0