Rigging a turret with a wire: Help needed...
Madin 06 Jan 2012
I have a Laser tower model I got from DonutArnold.
My question is this: When it comes to rigging the turret, how I am I going to get the wire at the rear of the turret to move correctly when the turret pitches up or down to hit a target?
I am only used to very basic rigging, so any ideas will be of great help!
My question is this: When it comes to rigging the turret, how I am I going to get the wire at the rear of the turret to move correctly when the turret pitches up or down to hit a target?
I am only used to very basic rigging, so any ideas will be of great help!
n5p29 07 Jan 2012
maybe worldwrap it like to make infantry animation?
but dunno how to get it works in CNC3.
but dunno how to get it works in CNC3.
Golan 09 Jan 2012
You should first simplify the wire mesh. About five joints should be more than enough. See this sketch:
Now, the easiest solution is to link the green vertex groups to the turret pitch bone (green) and all others to the turret turn bone (red). An advanced solution would be to give the blue bones a second bone influence from the pitch bone with a weight of about 25% - AFAIK the normal WWSkin modifier does not export secondary bone influences properly, so you'd have to search for a solution on how to do this manually.
Now, the easiest solution is to link the green vertex groups to the turret pitch bone (green) and all others to the turret turn bone (red). An advanced solution would be to give the blue bones a second bone influence from the pitch bone with a weight of about 25% - AFAIK the normal WWSkin modifier does not export secondary bone influences properly, so you'd have to search for a solution on how to do this manually.
Madin 10 Jan 2012
Golan, on 09 January 2012 - 11:07, said:
You should first simplify the wire mesh. About five joints should be more than enough. See this sketch:
Now, the easiest solution is to link the green vertex groups to the turret pitch bone (green) and all others to the turret turn bone (red). An advanced solution would be to give the blue bones a second bone influence from the pitch bone with a weight of about 25% - AFAIK the normal WWSkin modifier does not export secondary bone influences properly, so you'd have to search for a solution on how to do this manually.
Now, the easiest solution is to link the green vertex groups to the turret pitch bone (green) and all others to the turret turn bone (red). An advanced solution would be to give the blue bones a second bone influence from the pitch bone with a weight of about 25% - AFAIK the normal WWSkin modifier does not export secondary bone influences properly, so you'd have to search for a solution on how to do this manually.
Thanks for the detailed explanation, I will investigate this at a future date.