Hi everyone, looking to learn some 3ds max mechanical rigging particularly thrust vectoring nozzle of jet engines and I must be doing a wrong search all I see are hydraulic crane tutorials and pistons. Do note I havent given a proper time yet going through all the stuff I have found on youtube and vimeo regarding mechanical rigging in 3ds max I am pretty sure those will get me going for basics.Just if anyone know more advanced 3ds mechanical rigging stuff that would help a lot. Thank you
https://www.youtube.com/watch?v=ss96tsbG5KY
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https://www.youtube.com/watch?v=ss96tsbG5KY
If I had to set this up I'd try to abstract it a bit. In 3ds Max I would try setting up some control Splines, with the meshes on Path Constraints, or something similar.
This may be too complex for a starting task though. If you want to start to learn rigging, I would choose some standard rig ideas, like a foot-heel IK rig. Or a rotating wrist rig. Then you can take the things you learn from those rigs and apply them to more complex things.
Have you seen Paul Neale's site?
http://paulneale.com/tutorials/facial-rigging-method-which-is-best-for-you-and-your-production/
Found Neales 4 hour long videos on Youtube that might help also found one on Vimeo this one shows making sliders to control (set limit) to your joints so gonna follow this up.
for now I just want to go for the back nozzles only widening and contracting without intersecting meshes, plus at the moment not sure if this constraint and control spline will work in Unreal or not. Setting myself for a fail lol
https://vimeo.com/242992222
For example, a complex cloth sim drives individual FK bones that then drive a simplified cloth which can be exported via FBX.
Time to make this happen!!! Thanks a lot mate!