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| Multiple Pivot Points Per Object
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I’ve got several objects that require multiple Pivot Points per object or per Group of Objects.
As close as I’ve come to solving this was a local movement wire parameter effecting local pivot of another object, however, it pivots the wrong direction (clockwise instead of counter clockwise)
It would be nice to just be able to apply a secondary pivot point for an object natively in 3ds max.
I’ve read, you can do this with IK solver and a pin constraint. However, I’m using 2012 and I do not see pin constraint in my options.
Any suggestions?
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two pivot point is not possible in one object , you have to put modifire editpoly and detach element and set pivot point as you want.
Author: cgpatel
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| Replied: 23 December 2011 02:58 PM
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I know that tow pivot points in one object is not possible. but with these objects, I need to create two pivot points when the rod is moved.
toying with wire parameters,but is rotates the wrong way. If only I could reverse the rotation on an axis to rotate the opposite way, I’d have it.
Does anyone know how to do that? is it possible?
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Read up on the Wire Parameters. You can change the displayed formula to invert it (multiply by -1). If that isn’t good enough, look into an Expression Controller or even a Script Controller.
You can create what is effectively a second pivot by linking a Dummy object (suitably positioned) to the rotating arm and animate its rotation independantly. Lots of ways to attack this particular problem.
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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Hmm, I guess I don’t see in the wire parameters interface where I can enter values or multiply by values.
Author: zastrow
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| Replied: 26 December 2011 01:21 AM
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hello everyone :)
merry xmas
I could be wrong, but I think that using bones and simply liking your objects to the corresponding bone would give you what you need.
EoDEo
Ideas drift like petals on the wind. You have only to lift your face to the breeze.
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This doesn’t seem to work due to bone hierarchy.
Author: zastrow
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| Replied: 26 December 2011 01:22 AM
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see the image below for where to find what Steve is talking about...you need to figure out the rest. (find the controlers for each item)
3ds Max 9 thru 2013
Windows 7 Enterprise 64-bit OS SP1
Dual Intel® Xeon® 6 core X5650 @ 2.67GHz CPU 36GB RAM
NVIDIA Quadro 4000
450GB HDD (x3) and 2TB HDD
3ds Max 2012 Certified Professional Models to Motion
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Thanks for the post. I figured out that if I make the position negative, it works for correct rotation.
Author: zastrow
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| Replied: 27 December 2011 07:30 AM
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