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!
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Rigging a turret with a wire: Help needed!
Started By Madin, Jan 06 2012 20:07
4 replies to this topic
#1
Posted 06 January 2012 - 20:07
#2
Posted 06 January 2012 - 20:41
I'm afraid that's not possible.
#3
Posted 07 January 2012 - 16:01
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.
NProject Mod -- Recolonize -- Tidal Wars
#4
Posted 09 January 2012 - 11:07
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.
Now go out and procreate. IN THE NAME OF DOOM!
#5
Posted 10 January 2012 - 12:40
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.
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