Hello I'm trying to learn some basics on rigging in 3DsMax, I want to rigg a rope in a cable roller / spool then pull it through a pulley.
After some tutorial research I think the best way is to move a chain of bones following a spline but I'm not able to make them follow each other.
After making the bones and assign a path constrain only the 1rst one moves and the others won't follow.
What can I do?
Please I need help.
Replies
Try spline IK that might work better. There might be some flipping, but if it’s a thin cable you may not notice.
Also consider not doing the rigging. If you just rotate a spool of cable, and have a straight cable hovering very close it may be convincing enough.
There will be flipping which you can control with lookats etc.
However. As monster says, this is not basic - in fact, it's one of the most awkward things to get right.
If it doesn't absolutely need to be bone based I'd suggest you use the path deform modifier which is designed for precisely this sort of thing.
This is the model I want to rig.
This is what I'm trying to do.
Already did a rig on the poles underneath the cable using a skin modifier, bones as controls and morphing to make it retract and extend. I'm able to do it but I just can't find the information or figure what process it needs to be done.
I'll do what you guys suggested to me and post a gif on how it works but I really want to make a rig with controllers, making the poles extend and pulling the rope making it bounce as it gets tension.
However, here are some words to Google....
You can use spring controllers for jiggling things. They're pretty simple and robust. It's an effect you'd want to layer on top of the main rig though. It's that or a cloth sim really.
SplineIK is straightforward so a quick Google should cover how to set it up (it's just an IK controller so you should be able to just guess tbh)
One thing that might not be immediately obvious is that you can blend between multiple controllers on objects - again, something worth googling - it's commonly used for fk/ik limbs so should be well documented.
It breaks at some point but it works.
By saying that it breaks at some point I mean it totally derrails from the "path", but still does the movement mimicking the spline shape but not on it. I guess it's a matter of pivot orientation since the spline is a compound of 2 spring shapes and a line merged together.
https://youtu.be/bYec7Skiqtw
Cheers