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Non standard hexapod machine linkage
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  • Total Posts: 8
  • Joined: 11 January 2012 03:23 AM

Hello,

I am having difficulty rigging this hexapod linkage, any help would be appreciated.
In example A, B swings through an arc, C follows and the C Z axis dimension is in the minus direction.
In example B, I want to move A in Z axis plus dirction to compensate (Trig function) for the drop in the C Z axis dimension so C stays on the same plane as it swings through the arc.
Using an expose transform to access the z data results in a self ref error when wired to A.
How should this be rigged to operate correctly?
This hexapod is based on a Stewart Platform (flight simulator) and is not a walking spider.



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  • Krueger
  • Posted: 31 January 2012 05:51 AM

I need the top pivot point to raise in z so the resultant move of the attached lower plate is parallel to the x plane does not trace an arc and stays where it is in Z.

I don’t understand. Can you try to explain it again, maybe label the parts like A, B, C...?



3ds Max 2009 SP1, 2010 SP1
Maya 2012
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  • pen
  • Posted: 02 February 2012 11:59 PM

Looks like a fun problem to solve but I also don’t fully understand what it is you need.



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  • Krueger
  • Posted: 03 February 2012 04:54 AM

So you want it to function like Example B? Where C stays on the same plane and pushes A up as it moves closer?



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

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Yes, exactly.

I want the movement as in example B

Author: rammah123

Replied: 05 February 2012 10:04 PM  
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Are you trying to make the same rig do both motions?



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No, Just as in example B

Author: rammah123

Replied: 05 February 2012 10:05 PM  
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Looks like you need a bones rig solution which I am not versed in. Can someone help with a solution? I have included a shot of the full contraption. The center piece is to move only in the x and y plane if I understand correctly and the vertical “posts” move only up and down.



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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  • Krueger
  • Posted: 06 February 2012 06:43 AM

You don’t necessarily need bones. The rig in this file is just links and look at constraints. C & B are linked to Dummy A, B also has a look at constraint to Dummy B. A is then linked to B with all the rotation inheritance turned off and only Z inheritance for movement.

This won’t give you limits for movement so it will come apart if moved too far. Dummy A isn’t really necessary, but you could make it the central dummy for the full rig if you choose to animate with it instead of the geometry.

Edit: It needs a little more work to get Dummy B to move up & down so the A-B “pivot point” would stay correct.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

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"It needs a little more work to get Dummy B to move up & down so the A-B “pivot point” would stay correct.”

Is exactly the problem I am having.

Linking Dummy B to A gives a feed back loop error, so does using expose transform.

Author: rammah123

Replied: 06 February 2012 10:28 PM  
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Yeah, it seemed a little easy until that point..

Author: Krueger

Replied: 07 February 2012 08:46 AM  
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  • MLB
  • Posted: 07 February 2012 09:10 PM

Is this what you want?



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Where is the file I attached!?

Author: MLB

Replied: 07 February 2012 09:12 PM  
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See this post for any number of reasons why your file didn’t attach.

Author: Steve_Curley

Replied: 07 February 2012 09:25 PM  
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What’s the rationale behind refusing to attach *.rar files!?

Author: MLB

Replied: 07 February 2012 09:51 PM  
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No idea - it’s simply a fact that they won’t attach, and haven’t for a long time.

Author: Steve_Curley

Replied: 07 February 2012 10:24 PM  
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  • MLB
  • Posted: 07 February 2012 09:53 PM

Here is the file zipped instead of rarred.



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

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This is Great! Thanks for your intrest and effort in writing the script.

The motion in your file tripod01.zip is 90% how this mechanisim works.

This is a 3-PUU parallel kinematics mechanism.

3 degrees of freedom- prismatic joint, universal joint, universal joint

Bones 1,4 and 7 should not rotate, a u joint would rotate instead.

I believe I can link your rig to the geometry labled A and B as in the picture at the top of the post, use look at constraints on the u joints and all the motion will be correct.

Author: rammah123

Replied: 07 February 2012 11:49 PM  
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Glad I could help.

It’s not really a script; I used three History Dependent IK chains for the ‘legs’ and bound the end-effectors to the control object (the magenta circle).

History Independent IK chains cannot do Sliding Joints as far as I know.

Indeed you can use Look-At constraints for the universal joints.

I’m curious as to what this mechanism will be used for!

Author: MLB

Replied: 08 February 2012 12:17 AM  
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  • rammah123
  • Posted: 08 February 2012 04:48 AM

The usage will be for a 3 axis laser welder.

Please see the attachment for information on Parallel Kinematic Machines



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  • rammah123
  • Posted: 09 February 2012 04:05 AM

The working solution, see attached file.



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