How do i set up a mechanical device?

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How do i set up a mechanical device? // New Users

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Post by AlexHead // Apr 15, 2006, 1:59pm

AlexHead
Total Posts: 13
I'm working on a mechanical foot for a mech model. How do i properly associate all the pieces while maintaining diffrent points of rotation.


I've set the model up as follows;


The toe and lower piston bracket are siblings with an axis for rotation as indicated on the image.


The lower pistons are a seperate entity with rotation centered as shown. I've also set the z-axis aligned with the pistons and set them to look at the upper pistons. (this dosn't work right though)


The upper pistons are a seperate entity with the axis of rotation set as would be expected. Its z-axis is aligned and looks at the lower pistons.


the 'foot' portion and upper mounting bracket are siblings.


What i want to happen is when the toe rotates down the lower pistons will move relative to their associated mounting bracket and always be pointing at the upper pistons. the upper pistons must remain connected to the upper mounting bracket and always point at the lower pistons.


How do i get the pistons to follow the mounting brackets and maintain their own axis of rotation?


As for the 'look at' command, the manual talks about being able to enable and disable the 'look at' command, but does say how it is done. How do you enable the command?


Thanks


Alex

Post by Bobbins // Apr 15, 2006, 10:20pm

Bobbins
Total Posts: 506
I'd use a 1D slide joint in the pistons and a 1D rotation joint between the piston and the foot. The IK joints were made for things like this.


The 'look at' command can be toggled in the Model side. If you are on diffferent frames of an animation when you toggle the 'look at', then it will be keyframed in the Scene Editor. Right click the record button in the SE and make sure "Look" is checked in the Record Options.
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