Thanks. I love mocking mechanical systems with armatures/parenting. Nice solution. My only complaint was that your last sentence on page 4 made me think that you were going to demo the fluid hose technique, but alas…
I’m having a problem, which I solved. I don’t know if you encountered the same thing and just didn’t include the workaround or if perhaps I did something wrong.
My problem with the technique as described in the tutorial is that when I make the piston pieces the child of the main part of the leg (or whatever), they do not follow the leg part when it is deformed by the armature. I think it’s happening because the armature is deforming the mesh, and not moving the actual object. What I had to do was make the piston a child of one of the vertices (vertex-parent) in the piston tie-down on the leg. That seemed to work. Did I do something wrong?
if what you mean with the fluid hose thing is what I think you mean one solution to the problem is that you make the hose and an ik-armature to bend it and point the ik constraint to an empty. then parent the armature to the leg and the empty to the moving piston and voila! after that the hose keeps in place fully automated when you move the leg armatures.
rixt66: my spider is slimmer than yours (and will be LightFlowed soon, actually all this armature is not for animation, primarily, but for my convenience to place the spider easily in a dramatic pose for a still… well, an animation later on, maybe…
Nayman: 68, not 86
harkyman: I still have to understand IK constraints :(, then, as other said, in mechanics you must parent meshes to bones, not armatures.
Kino/me is lazy
theeth Yes please! (with comments )
kurppa I get your point, but I don’t know how to do it