Here’s (what I think is) an interesting rigging problem:
I want to be able to put a rigged car model on a path so that it drives drives correctly pretty much automatically.
Meaning I can vary the shape of the path and its IPO and have the wheels turn and the car steer the way it should, without having to do any additionaly keyframing.
I don’t know if this has been done already, but I haven’t found any references to work from yet.
I have made an attempt at it, but at the moment my rig is more complicated than I was shooting for. I’m hoping that someone can make some suggestions. Feel free to borrow/fix anything you want from my file.
Here’s what I’ve got: Car Rig (.blend)
The spin-center of my armature between the rear wheels, and the armature is parented to, and following a path.
There is an action that makes the wheels turn, and with NLA and the stride parameter it locks the wheels to the distance travelled. So I can adjust the path IPO for any kind of acceleration/decceleration and the wheels rotate nicely.
I’ve got an empty on a second path, which has a copy of the previous path IPO with a bit of distance (not time!) displacement, so that the empty sits just in front of the car.
Then the armature is rigged with IK solvers and copy rotations and stuff so that the car and the front wheels point approximately in the right direction.
My biggest complaint with this so far is the need to make and offset the second path, as any changes to the first path or it’s IPO mean needing to do this again. I would like to be able to have everything driven by one path and the rigging of the armature. But even with the “follow path” constraint and “Offset” option (which just gives a time, not a distance offset), I haven’t been able to make it work.
So any help or suggestions towards improving this rig would be greatly appreciated (and If anyone finds this useful, I might even try my hand at writing a tutorial).
Cheers!
J.