Bones

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Bones

Postby Gnome » Wed Jan 12, 2005 7:52 pm

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.


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Re: Bones

Postby Gnome » Fri Jan 14, 2005 10:55 am

Forget it, I did it manually.

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Re: Bones

Postby Felix/FFDS » Fri Jan 14, 2005 11:04 am

From what i've seen, bones are not supported in Flight Simulator modelling.  It appears, though, that IK (inverse kinematics) is ?
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Re: Bones

Postby Gnome » Fri Jan 14, 2005 3:30 pm

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.  :-)


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