For an assignment we have to model and rig a helicopter. We will not be graded on the model quality, just the rigging and skinning aspect to check if we can deliver a working rig that an animator can use in an engine like Unreal 4.
![JpmPi8h.jpg](http://imgur.com/JpmPi8h.jpg)
So far most of the rigging is pretty simple but the landing gear will be the most complex it seems. I looked up some reference and found a video on Vimeo about an artist showing off his helicopter rig including the landing gear. It's what I'm aiming for.
Video:
https://vimeo.com/31248428
I like to test rigs with just raw bones before implementing them, so far most things are going smoothly except the last step. If you look at the video between 0:25 and 0: 30 you notice the piston effect. We learned the best way to do this is to apply two "helpers" on top of the bones meant for the piston, then use a LookAt Constraint to have these bones look at each other. This has worked for the smaller piston on the upper left, but when I want to apply the same technique on the large piston I get an error about it creating a dependency loop, which is true. The bones are linked and the beginning and the end have to look at each other. If I don't link the "helper" to the last bone I can make the upper on look to the point easily, but it has to move with the last bone.
![v4nfDnT.jpg](http://imgur.com/v4nfDnT.jpg)
Anyone have a solution to this little issue? Is there a way to make the helper follow the bone without creating a dependency loop? Don't see the anwer.
Cheers in advance.