give me the right way...

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give me the right way... // Tech Forum

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Post by elbollus // Nov 10, 2008, 6:35am

elbollus
Total Posts: 3
Hi all, it's my first posting here, and, please, forgive my uncorrect english, but I hope you understand me...


I want to create a, maybe, simple, technical illustration with some animation.

(see picture)

Not self animated (no play or stop fuction). I want to move the (red) plate like in the illustration shown and then should the two cylinders follow this movement. Or, in the other direction, i want to move the (blue) cylinder 2 and the plat should follow, also the (yellow) cylinder 1.

I want to illustrate a hydraulic ram that controls a plate with a fixed axis.

The yellow cylinder 1 is fixed at the (red) point 1, it should make a small rotation around the axis through pont 1.

The (blue) cylinder 2 makes a linear movement, in and out of cylinder 1 and, simultaneously a rotation, triggered by the top part of the plate, witch is connected with hinge to the cylinder 2.

the plate rotates around point 2.


I have grouped the plate, the fix point 2, the hinge and the cylinder 2, moved the object axis to the center of point 2. Now I can rotate this group right by the mouse, but how can I make that the rest of tis mechanic follows?


I hve experimented a lot with a skeletton and cancelled this.


Any advice on what is the right way to the goal?



thx a lot in advance

Post by mrbones // Nov 10, 2008, 8:03am

mrbones
Total Posts: 1280
pic
Interesting, I might have to think about this one for a minute...

Post by robert // Nov 10, 2008, 9:53am

robert
Total Posts: 609
pic
I'm thinking either simple scripts or, if you really want to, math bricks linked together in the Link Editor. I'll try and get something working in a few hours when I get home and will let you know what I find. Unless of course someone else beats me to it.

Post by robert // Nov 10, 2008, 1:15pm

robert
Total Posts: 609
pic
Yeah, it is essentially a case of law of sines (http://en.wikipedia.org/wiki/Law_of_sines) and/or law of cosines (http://en.wikipedia.org/wiki/Law_of_cosines) in action as the distance between the fixation points as well as the distance between fixation point 2 and the center of the joint cylinder doesn't change.


A lot of math talk I know, but it is definitely doable, if I can set my mind to it. :rolleyes: :p


I'll see if I can get something working, I just need to get the math straight and it should be fine.


If someone else knows an easier method pipe up before I do all this work. :D

Post by spacekdet // Nov 10, 2008, 1:21pm

spacekdet
Total Posts: 1360
pic
What I know about animation wouldn't fill one of those pistons, but I think careful axis placement and Inverse Kinematics would be able to handle it.

Post by robert // Nov 10, 2008, 1:23pm

robert
Total Posts: 609
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Yeah, doesn't IK on model side have a 1D slide joint or something like that? To bad it isn't on workspace side. I can still write a script if you would need that, elbollus, but it would be easier to use IK, I think.

Post by ivampretti // Nov 10, 2008, 3:27pm

ivampretti
Total Posts: 151
pic
I HAVE THE SOLUTION!


One of the firsts thing I did in truespace 7.6 was build a script that controls Cilinders. The "Controle Pistao.RsObj" is the script that control this, but I'm doing the scene with an example, because its a little complicated, so wait a bit that I'll make another Thread and I'll post the link here ok?

Post by ivampretti // Nov 10, 2008, 4:29pm

ivampretti
Total Posts: 151
pic
here are the Thread:


http://forums1.caligari.com/truespace/showthread.php?p=85767#post85767

Post by elbollus // Nov 10, 2008, 10:15pm

elbollus
Total Posts: 3
Thx for all your effort and especially for the very quick response! I will try the scenes from "ivampretti" and will come back with the results.

Post by ivampretti // Dec 15, 2008, 9:35am

ivampretti
Total Posts: 151
pic
@elbollus - Whats up guy? What progress with your projects man?
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