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3D Application Forums : Autodesk 3ds Max : Wiring a scissors arm
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bhnh
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Wiring a scissors arm
Posted 21-Oct-2007 8:53 AM
Modified by bhnh On 21-Oct-2007  8:54 AM

I put this together in response to a question, on another forum, regarding animating an extensible scissors arm; thought I'd pass it on here... Animating a scissors arm.  It's a nice exercise in basic wiring, IMHO. 


P.S. - You'll have to add your own boxing glove at the end of it.  ;-)

Anthonyjackb...
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RE: Wiring a scissors arm
Posted 21-Oct-2007 9:49 AM

mr show off's back lol
bhnh
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RE: Wiring a scissors arm
Posted 21-Oct-2007 10:06 AM

Hey, if you got it, shake it, bro.

mvbskoville
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RE: Wiring a scissors arm
Posted 24-Oct-2007 6:25 AM

Scissor-arm? Boxing glove? This smacks of "Little Rascal's" genre. Still loading the pumpkin tut, can't wait to see this one. LOL
bhnh
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RE: Wiring a scissors arm
Posted 24-Oct-2007 7:01 AM

Maybe I should also do a tute on modeling and animating a custard pie.   \ ;-D
mvbskoville
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RE: Wiring a scissors arm
Posted 24-Oct-2007 7:17 AM
Modified by mvbskoville On 24-Oct-2007  7:20 AM

dang it
Andy Rak
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RE: Wiring a scissors arm
Posted 24-Oct-2007 8:09 AM

Sexy tutorial... I believe most folks completely forget about wiring...=D








 

bhnh
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RE: Wiring a scissors arm
Posted 24-Oct-2007 9:10 AM

Don't know if it's a sexy tute, but it sure seems to be an unglamorous topic.  I think you're right about it being commonly overlooked, Andy.  What prompted me to put this together was seeing someone struggling with the task... had helper objects and constraints all over the place.

Eddie T
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RE: Wiring a scissors arm
Posted 25-Oct-2007 10:31 PM

Nice job B, however when I heard the comment you made about the strugle I was tempted to ask a question which will evident as to the bad memories. Could this be used in place of : the Dashpot, or the other constraints and if not why and is there a simpler way to still do the multi cars being pulled like a tandem trailer. I know this sounds painfully familar. But yes I got no where and still need real help in that area.
bhnh
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RE: Wiring a scissors arm
Posted 26-Oct-2007 7:10 AM
Modified by bhnh On 26-Oct-2007  7:12 AM

I only dimly recall that thread, Eddy, so forgive me if I repeat anything that's already been said.  It's easy to forget (or it is for me, at least) that there's a limit to how much you can duplicate real-world physics in an artificial environment like max.  The best you can do after that is mimic real-world physics.  I can think of several alternatives that ought to work:

  • Apply a SplineIKSolver, with a node for each trailer being towed.
  • Animate along a path.  This won't necessarily help you for fine manipulation, but a quick way of handling, say, a truck driving along a winding highway.
  • Adjusting linked inheritance:  link the trailer to the tractor. The trailer's now the child of the parent tractor.  With the child selected, go to Command Panel > Hierarchy > Link Info > Inherit.  In the Inherit menu deselect the three Rotate boxes.  Now when you move the parent the child will move along with it, but when you rotate the parent the child will not rotate; you can then adjust the child's rotation independently.  You can add as many trailers as you want... just link each one to the one in front of it and deselect the rotation inheritance.
  • Use the Reaction Manager (Menu Bar > Animation > Reaction Manager).  This is commonly used to set up controls for things like finger movements, but it'd work just as well here.  What you wind up with is one or more spinner or slider controls to manipulate the elements of the hierarchy chain either individually or in combinations.  If you haven't used it before, the RM can be somewhat tricky (i.e., a pain in the ass) but the end result is pretty neat.

None of these approaches are as elegant as setups with reactor, etc., but any of them should get the job done for you. 

TimWilbers
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RE: Wiring a scissors arm
Posted 26-Oct-2007 10:31 AM

Eddie,

Check your email.

Sample files attached.






bhnh
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RE: Wiring a scissors arm
Posted 26-Oct-2007 11:57 AM

Just curious, Tim... are the sample files a solution other than the ones already mentioned?  If so, I'm wondering if you could give just a brief synopsis.
Caprier
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RE: Wiring a scissors arm
Posted 26-Oct-2007 5:57 PM

Ehr, back to Bruce's tute. I have a problem with the rotation. Not the first time, though it happened essentially when animated.

I create the first set of segments, link, wire and copy it. First set: fine, second set: fine. Then I perform the last wiring between the two first segments. When I select the first segment of the first set and rotate it, the first segment of the second rotates the other way, as it should, but not the others! It's like the inversion doesn't propagate to the rest of the segments. It's easy to fix but still not what you would expect. Here is a short clip to illustrate the problem.

Do you guys remember oddities in rotation behavior with old versions? (Max 4. Tim, if you're around...) I think I read something about it some months ago but I can't remember where.

bhnh
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RE: Wiring a scissors arm
Posted 26-Oct-2007 6:40 PM

Are you using some version of Max, or gmax, Cap?

Caprier
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RE: Wiring a scissors arm
Posted 26-Oct-2007 7:19 PM

Still gmax...
Caprier
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RE: Wiring a scissors arm
Posted 26-Oct-2007 7:28 PM
Modified by Caprier On 26-Oct-2007  7:29 PM

Great! My first double-post, finally...  : o

mvbskoville
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RE: Wiring a scissors arm
Posted 27-Oct-2007 7:24 AM
Modified by mvbskoville On 27-Oct-2007  7:26 AM

bhnh...I mean Mr. bhnh, (hereto with- to be known as Mr. Wizard in my book)
  Your tuts are such a trip! (I know-you prefer "tutes" LOL) When things get really frustrating, it's just plain fun to run through a couple of them. Thanks!

Almost forgot....Congratulations Cap, I knew you could do it!  J/K
 
TimWilbers
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RE: Wiring a scissors arm
Posted 27-Oct-2007 7:39 AM
Modified by TimWilbers On 27-Oct-2007  7:41 AM

bnnh,


There were three files. Two were variations of the Toy Train idea of using Path Constraints, Look At Constratrants, and Instanced Ease Cruves for the Percent tracks.


The third was a set up for using Spline IK.

Sure, I'll get to it this evening, about 12 hours from now.









 

bhnh
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RE: Wiring a scissors arm
Posted 27-Oct-2007 10:12 AM

Ah.  Thanks, Tim.
bhnh
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RE: Wiring a scissors arm
Posted 27-Oct-2007 1:45 PM
Modified by bhnh On 27-Oct-2007  1:47 PM

@mvb - Aw, pshaw.  Many thanks, dude. ;-)  [Whenever I see "tut", in my head I pronounce like "King Tut".]

@Cap - I just tried the scissors wiring in gmax and didn't have any luck; I could only get a direct one-to-one ratio on the linkage.  Don't know if it's a limitation of max4/gmax or a glitch.  Sorry.

Caprier
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RE: Wiring a scissors arm
Posted 27-Oct-2007 7:07 PM

bhnh said: I could only get a direct one-to-one ratio on the linkage

Not sure I understand that correctly. I can use any multiplying coefficient in the Wiring Dialog (although, depending on the transform, you have to change the controller to access the XYZ components individually).
But never mind. When a friend asked his teacher about gmax, the guy told him that 1) the only differences between gmax and Max 4 were in the missing features, meaning that either a feature is not there or if it's there, it behaves exactly as it would in Max 4 (otherwise I wouldn't dare post anything in this Max forum); 2) there were quite a lot of glitches with rotation and also the Reference Coordinate Systems, especially when animated.

I just wanted to make sure it wasn't me but it's not important. Don't bother answer this, Bruce, and thanks a lot for your time anyway.
TimWilbers
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RE: Wiring a scissors arm
Posted 27-Oct-2007 8:01 PM

Hinged Grarge Door, the door panels are linked to Dummys. Each door panel has a Look At Constraint so it is always looking at the preceeding Dummy. If you expand the Track View -Curve Editor (filtered for Animated Tracks Only) you will see the offset of the percentage values for the Path Constraint.


TimWilbers
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RE: Wiring a scissors arm
Posted 27-Oct-2007 8:05 PM
Modified by TimWilbers On 27-Oct-2007  8:12 PM

Bnnh. I never tried the Reaction Manager for this. I'll have to look into it. Thanks.

 

Illustration below: Truck and Trailer with Ease Curve.


Truck & Trailer, the setup is very similar. The trailer's pivot is located at the rear axel. It has a Path Constraint for position, and a Look At Constraint for rotation. Its Look At target is the truck's pivot point which is located at the "point" where the trailer would attach to the truck. If you play the animation, you will see it slow down, reverse, then go forward. This is done by first selecting the Percent tracks for both Box01 and Box02, then going to Curves > Apply Ease Curve (Track View menu). This creates an Instanced Ease Curve. All that is necessary is to edit the keys of one of the Ease Curves and the track and trailer move in unison. (Very useful for a long line of roller-coaster cars coming to the top of the first hill. They all need to speed up in unison, even though some have not crested the hill.)


 


SplineIK Truck and Trailer (no illustration)


1. Create the path the truck is to follow.
2. Create the truck and trailer in their correct relative positions.
3. Create a Bone system (Create panel > Systems > Bones) starting at the reat axle, then at the connection point of the trailer to the truck, then at the front axle. Right click to finish.
4. Link the trailer to the first Bone. Link the truck to the second Bone.
5. (From the reference.)
Select the bone or object where you want to the solver to start. (Select the first Bone, the one in the trailer.)



Choose Animation menu > IK Solvers > Spline IK Solver. In the viewport, move the cursor to the bone or object
where you want the chain to end and click that bone. (The last bone you created.) Then move the cursor to the
spline and click it.



The bone structure jumps to the spline and takes its shape, and a helper is created on the spline at each
vertex. A position constraint is automatically assigned to the root bone to constraint it to the helper/vertex at
that end of the spline.



6. Open the Motion panel. The first bone is still selected. Turn on Auto Key. Scroll down to the Path
Parameters rollout.
7. Go to frame you want the animation to end.
8. Animate the % Along Path value.



In this method the truck and trailer always maintain the correct relative distance apart.







Eddie T
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RE: Wiring a scissors arm
Posted 28-Oct-2007 12:36 PM

B just a Tid bit I m going to order that Captivate and try it out looks cool not a bad price.
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