Hi folks … im a starter to rigging and animations and i kinda bitten into it really hard. Working on an open project of a vehicle simulation and thought to simulate wheel-pressure dependend deformations. Thought was to rig a wheel in a star-like fashion and animate it in an external engine trough moving each of the bones to the wheel-center depending on the actual rotation state of the wheel (to define, when its facing the ground) and the pressure of the tire (for the magnitude of deformation - of course white some other variables in mind too - but that is just mathematics on the engine part). Problem is, that an armature needs to have even optically very well defined where to start and stop for the automatic weight-painting option and that’s why it cant calculate it for the wheel when i try to parent it.
Layout looks like this :
I tried to parent them whiteout automatic weight-paint calculation and defined vertex-groups manually under the same names as the bones - but cant find a way to link them together, so that they stick to the bones. Now im not sure if im aether doing it wrong, or it is not possible to rig an tire this way at all for such animation. Also, the tire mesh cant be split as blending between tiles would be greatly complicated.
Had any of you tried to do something similar or have an idea how to do this ?