I then tried rigging it with various tutorials online, and the piston part is easy enough. but the offset universal joints are giving me a headache.
I looked at all the available tutorials online about universal joints, but they only deal with the joints in isolation not merged with other pieces (in my case a piston and another universal joint) and i couldn’t find anoyone using the “offset” type, only the cross in the centre type of universal joint.
Since i basically want the entire object to move when i move the top platform.
I was thinking something along the lines of a ik solution, but i couldnt make it work properly without breaking the piston.
Any rigging gods our there that know how these things are usually rigged?
These are caused by alot of locked tracks looking at each other (only way i could think of to make the universal joins drive the piston motion)
And i cant figure out how to weed out the dependencies by using extra bones etc.
The problem was i was overusing locked tracks and i basically had 2 on each side looking at each other. So the solution was using a “stretch to” rig for the piston instead of locked track, and then playing around with the head/tail lookat section of the locked tracks to get around the dependancy loop.