Oh...right...forgot to mention...the first one of the Bone Chain is linked to the Arm... It should be no problem to integrate that into your Rig. You just have to create the Bones (if you activate the Bone Tolls, you can edit the Bones after creation and align them perfectly to the Joints), IK them and link the Bars to…
Hi guys, Thanks for the tips and links. I still have yet to get that one linkage point to follow the rest of the main stick. Everything else works (cylinders with look at constraints, hoses that flex). The main boom uses a IK spline which runs from the boom mount pin to the boom-stick pin and finally arrives at the bucket…
You can try rigging tank tracks with bones which will give you rigid tracks. Quite a bit of work but he covers some wire parameters to help automate the animation, pretty cool stuff. http://www.3dluvr.com/content/article/136/1 You might want to switch the spline IK on the main arm to a IK limb solver and use bones, it will…
Arrg precise mechanical real world machines... How about using an IK chain? The base of the chain starts at #2, and the tip follows the tip of the piston. It would probably be pretty easy to push that past its limits and break the effect, but its probably a good place to start. You can probably experiment with a limit…
Sure...here you go...I hope you can decipher my scribblez... Bucket is linked to the Control Object (a simple renderable Spline), The Control Object is linked to the Arm. Then I created a 3-Bone Chain (2+End) from the Joint you called '2' in your screen across the Piston Joint to the Second Joint at the Bucket (the…
It is a quite simple setup, once you get your head around it ;). Just some Bones with an HI IK and some Linking... I did a little sample scene. It is horribly out of scale and uses just simple geometry, but I named everything, so you should be able to recreate it. Click! (Max2008 ) If you have any questions, shoot ;) And…