Sometimes I need to rig vehicles, and one of the things that are done very straightforward is the wheels. For the most part I have used the classic algorithm.
Generally "d" is always or almost always used as a local translation axis, to avoid further complications. However, this does not work very well in all cases. I've seen a video where explain a different method using the same formula. The tutorial was made by Andrew Christophersen. It's quite old, but he uses some good technics like the dot product to obtain "d". Nevertheless this could be simplified using just a couple of constraints.
$autoRot = "global_ctrl.autoRotate"; $rad = 41.8101; wheel_ctrl_expression.rotateX = 360*wheel_out_loc.translateZ/(2*3.1416*$rad);
The result basically will be the same as the video tutorial, but personally I find it easy to understand. A video demonstration.
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