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Bones

PostPosted: Wed Jan 12, 2005 7:52 pm
by Gnome
I need to do a relatively complex animation in GMAX to animate a control surface.  It involves pushrods and associated linkages.  Can I use bones to keep all the various bits in touch with each other?  I don't know how to calculate the various fulcrums involved and doing it all manually will be a bit of a pain.

If possible, how etc.


Thanks.


Kev

Re: Bones

PostPosted: Fri Jan 14, 2005 10:55 am
by Gnome
Forget it, I did it manually.

Kev

Re: Bones

PostPosted: Fri Jan 14, 2005 11:04 am
by Felix/FFDS
From what i've seen, bones are not supported in Flight Simulator modelling.  It appears, though, that IK (inverse kinematics) is ?

Re: Bones

PostPosted: Fri Jan 14, 2005 3:30 pm
by Gnome
I didn't think they would be TBH but I was hoping it might have made it easier to work out the different angles of rotation of the various parts.

Sorted it though, once I had figured out how to get the rotation to use increments of less than 0.5 degrees.  :-)


Kev