Hello, I’m having a little trouble using the Track to constraint with my hydraulic.
As far as I know I have the settings correct, but when I move each piston they don’t track to the other. I tried changing the “Up” from Z to Y and X but when I do that I get all kinds of rotation problems (although it will track to the target that way.)
Below is the file in question so that you might better understand my problem.
If anyone could let me know how to fix this problem I would really appreciate it.
…using constrants I track Bone.005 to Bone and Bone.006 to Bone.005 so …that’s all.
Using IKSolver you can make all movement of hidraulics and manage it with Action Editor and NLA.
Thanks a lot for compliments!I will be happy to help for your future projects!
All the best!
i will read this - but as i said i’m still anooby in terms of rigging
i did read most of the basic on rigging in wiki
but need lots of practice and example to have deep understanding about rigging
would you be able to make a small model of an engine piston
you know with piston head crank shaft rotatting which makes the arm and piston move up and down in a chamber
i mean i tried that before and could not find any good eample of it
appreciate your help a lot
i will definitively try to write a PDF for the piston and the engine rotating too
Hi!
How I have been told you it’s not perfect!
The problem was how to translate a rotating movement to a horizontal movement. idea_PistonRodCrank.blend
1.Exactly for that reason is BezierCircle like path and Sphere like joint(joint between Crank and Wheel).joint parented to path (Follow Path) and leave PathLenght:100 at the Curve and Surfase panel.So…rotation is OK.
2.What about horizontal movement(?) …yes …armature!The root Bone has to made that!
But connection ?Add Track To constraint to Bone.001 and set Target OB:joint.Now I’m sure that Bone.001 will follow horizontal movement of Bone and pointing rotating movement of joint. 3.All I need is to set the Bone movement :Pose Mode and Action Editor will make it easy!The trick of synchronization is to put tip of Bone.001 over joint.Go to frame 1 25 50 75 and 100 move Bone for each and set key-frame.
Everything else is “environment” and feel free to create what you like.
Object … … …Parent
Wheel(every rotating object )…path(FollowPath) Rod(like Cylinder in PistonRodCrank.blend)…Bone
Crank(like CurveCirclein PistonRodCrank.blend)…Bone.001
joint(joint between Crank and Wheel)… …path(FollowPath)
Armature…Constraints
Bone …LimitLocation(according to path R ) not necessity Bone.001…TrackTo(Target OB:joint)
Yes you are absolutly right the wheel can be one object!
When I have to made it I point to idea not to rationality(like idea_PistonRodCrank.blend) and all rotating objacts in PistonRodCrank.blend are “quick build”.
-obj3 sphere is like wheel inside.
-obj2 add >BezierCurve + Bevel .2 > Alt+C to convert to Mesh>Array Modifier set count 8>Curve Modifier set Ob: path and Apply both Modifiers
-obj1 BezierCurve + BezierCurve inside +Extrude 0.1+Bevel 0.5 > Alt+C to convert to Mesh
-sphere is like connection between Crank and Rod
Note that select path > Shift + S Cursor Selection and after that have to create your wheel!
Yes ,I agree there are a lot of methods to do that!
Please for your mercy and patience about me!
Sorry for my English!:o