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| Solving an SplineIK Solver problem :)
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I’m new to these forums so, hello everyone !
After few months of playing with 3ds max, getting familiar with the tools etc. I’ve decided to make something more ‘advanced’, so I’ve decided to make a tank.
I started of with the Tracks, and encountered a problem almost straight away..
I am attaching a screenshot combo of my problem.
Basically, I have made the required models, set up their pivots, made all the bones and linked them together (model to bone). However, once I choose the the SplineIK and link all the stuff together, the tracks don’t cooperate ;/
They do go around a set path, but they don’t position themselves correctly, with wrong twist at the top, and missing the spline path on both ends (they also overlap as seen on the top right of the attachment so I have some
Once animated, the whole ‘chain’ behaves abnormally as well, it ping-pongs from side to side of the spline as the % go up to fit the mentioned missing parts on both sides (bottom of the screenshot)
Is there any way (well, I’m pretty sure there must be one) to make that silly track to position itself correctly ?
| Attachment
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See if anything in this thread helps at all.
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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Thx for the link, the ‘joleanes.com’ will surely prove useful in near future for me :)
I found a tut on YT, which involves no IKs
Is there any significant difference in the functionality?
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SplineIK is computationally more intensive - if the vid method gives you the results you need then I would probably use that method.
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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Thx for info,
I am on 5th page of that tank rigging tut, amazing :)
2nd time I’m playing in the motion panel so much in my life ;P
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