what im trying to do is bake movement for some physical attachments to weapons ive made for a game. the animations are pre-made using a gun mesh physiqued to dummies. The idea is that i would render the physical interaction for the attachments on the gun (like straps, clips etc) based on the animations i made previously,…
lets say ive got a simple keyframe animation on object A. now what I want to do is attach object B to it with a hinge, and have the new object (B) swing realistically, as the parent objects (A) animation plays. ive tried using reactors but i havnt worked with them before so im having trouble figuring out how to get the…
Is it for real time games or just a personal project in max? There are a few ways I can think of to do this in max. You could: 1) Link B to A and assign a spring controller to B. It will jiggle a bit when the parent moves and take a while to settle in after it stops. This really won't work for real time unless the engine…
He mentioned Reactor, so he may not have MassFX Physics. Here is a quick hinge tutorial for Reactor: Completed Example File: http://dl.dropbox.com/u/2904948/Tutorials/ReactorHinge01.max Create the Hinge:* Parent object b to object a. * Change the pivot on object b so that rotating the Z axis gives the effect you want. *…
I don't think that cloth solution will work very well for that, it seems a bit more mechanical than organic like cloth. It's a lot more simple than I was thinking. I thought you had a gun strap or something more complex. I would actually look into using MassFX and the MassFX Constraint Helper. I believe it actually bakes…
wow thanks that example file is neat, exactly what i was looking for :D and also, im using max 2011 and i beleive massFX was only in 2012.. so no i dont have that (yet) is it possible to achieve rotation on multiple axes with these hinge things?