sbk Posted September 4, 2005 Share Posted September 4, 2005 Hi, For the scooter I'm doing, is there a constraint I can use so that when the scooter goes forward, the wheels rotate? Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 4, 2005 Share Posted September 4, 2005 Sounds like an expression would be good for this. I don't believe that there is a constriant that would flat out do this for you. Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
sbk Posted September 4, 2005 Author Share Posted September 4, 2005 I will look up about doing expressions. Is there a tech talk or a thread you know of? Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 4, 2005 Share Posted September 4, 2005 If I had a little more time today, I'd try and flesh it out for you, but since I don't.... do a search in the forum using "expressions". You might get the phone book, but a lot of good threads will come up that will help you. Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
sbk Posted September 4, 2005 Author Share Posted September 4, 2005 the phone book --hmm. yes, "facial expressions..." gazillions would be the mathematical term for the number of hits. But I did find a tech talk and one detailed article. Will post back with specifics if this isn't enough to be getting on with. Maybe I'll try a more specific search too. Quote Link to comment Share on other sites More sharing options...
Steven Cleary Posted September 4, 2005 Share Posted September 4, 2005 Hi SBK, Here's a nice simple way of using an expression to rotate a wheel as it moves (this example can be expanded to the number of wheels required): Create a ‘root’ bone that points forwards. Put a wheel bone in as a child of the root bone, pointing it along the wheel’s axis. In an action or choreography, select the wheel bone and in it’s properties, go to Transform > Rotate > Z and right click it and select ‘Edit Expression’. Now enter this expression, replacing the ‘d’ with the diameter of the wheel: (360*..|..|..|..|root.Transform.Translate.Z)/(Pi()*d) Now when you translate the root bone along it's Z axis, the wheel will rotate in sync. Hope that helps, Steve. Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 5, 2005 Share Posted September 5, 2005 nice! Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
sbk Posted September 5, 2005 Author Share Posted September 5, 2005 Steven Cleary, bless your little cotton socks Do you really like rhubarb? If you ever come to Nova Scotia I'll make you a pie. With strawberries too if they are in season. Seana Quote Link to comment Share on other sites More sharing options...
Steven Cleary Posted September 5, 2005 Share Posted September 5, 2005 Seana, I'm glad the expression is useful to you. And yes, I love rhubarb (and strawberries) so your offer is very tempting Steve. Quote Link to comment Share on other sites More sharing options...
sbk Posted September 5, 2005 Author Share Posted September 5, 2005 Deal. But, a word to the wise: We get pretty wild Atlantic weather as a rule. But it's the 80 km/h hot fogs that'll do you in. For practice, the RCMP clock them on radar by the airport (I'm joking, but only just.) And don't be frightened by my avatar. The snake Shelby was the first 3D character I made, for a stop motion piece called the Viper, about a window washer. I just haven't changed it yet. very best, S. Quote Link to comment Share on other sites More sharing options...
sbk Posted September 12, 2005 Author Share Posted September 12, 2005 It works!!!!!! The wheels on the scooter go round, saved reusable action ---cheers!! Quote Link to comment Share on other sites More sharing options...
Steven Cleary Posted September 12, 2005 Share Posted September 12, 2005 It's great to know that expression saves you as much time as it saves me. Steve. Quote Link to comment Share on other sites More sharing options...
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