Simon Edmondson Posted July 30, 2013 Posted July 30, 2013 I have a figure pushing a large heavy sphere. Keyed the basic poses and timing and ready to start refining it. A problem at the moment is that the hands penetrate the mesh of the sphere when the pushing position changes. Is there a way to prevent this, other than keying it every other frame to prevent it. Is there a constraint that can be used or, might editing the curves do it ? Any help gratefully received. regards simon Quote
John Bigboote Posted July 30, 2013 Posted July 30, 2013 You could try adding a null to the sphere model where the hand would be and using a translate to on the hand bone.... you could take this one step further with a 'diameter' bone that is positioned at the very center of the sphere and ends at the surface, add the (edit-null) as a child- at the end- and then use the diameter bone in the chor to animate the position. Use two of these simple setups, one for each hand. Quote
Simon Edmondson Posted July 30, 2013 Author Posted July 30, 2013 You could try adding a null to the sphere model where the hand would be and using a translate to on the hand bone.... you could take this one step further with a 'diameter' bone that is positioned at the very center of the sphere and ends at the surface, add the (edit-null) as a child- at the end- and then use the diameter bone in the chor to animate the position. Use two of these simple setups, one for each hand. Matt Thank you very much for your reply and help. I shall try that presently. regards simon Quote
Hash Fellow robcat2075 Posted August 1, 2013 Hash Fellow Posted August 1, 2013 Basically you need to both "Translate to" and "Orient Like" the hand bone to the axis of the ball for the duration of time the hand needs to be stuck to the ball. "Compensate Mode" should be ON to make the constraint leave the hand in place rather than snap exactly to the axis bone. Quote
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