3ds Max Animation :: Animate Car To Follow Circular Path Performing Burnout
Oct 26, 2012
I am trying to animate a car to follow a circular path thus performing a burnout.
The problem that I'm having is:
1) when I push the car along the "Y axis" it's good up until the very end of the bend (after the first quarter of the first circle), then it just stops. and when I use the green, blue, red gizmo to get it around the bend, it pretty much skips to the overlapping path so it doesn't actually drive along the path.
2) I can make the back tyres rotate faster than the front tyres, however I'd like to keyframe the tyre rotation so it looks like a proper acceleration and burnout. How do I achieve this? The tyres rotation parameters' are wired up to the percentage of the path constraint of the position of the car rig (which is linked up to follow the path). So if it's possible I'd like to pretty much keyframe in different amounts of rotation ratio with some biezer effect so that the tyres can look like it accelerates into the burnout and then as it comes out of the burnout it gains grip again and goes back to having the same rotation speed as the front tyres. (once I learn how to achieve this to the front tyres then I could essentially apply the same effect to the front ones to make the animation look more realistic.
I need to create a mask that will hide the elements as they rotate out of a free-floating window. I have an animation currently that sits in a circular window and plays when the page loads. The screen shot below is from the page in Muse with the .oam file playing. The images are PNGs with transparent backgrounds so the animation plays over the background images.
What I'm trying to add is an iris effect I've animated in Edge Animate. I haven't been able to hide the edges of the vanes in the iris during animation. I've tried to cut and paste code that I've found on this forum and others but I don't know much about coding and I haven't had any success. This screenshot is shortly after the animation starts to play as the vanes rotate out of the window:
Basically, I need to mask the iris animation to keep the images from showing outside the circular frame. I've found that the clipping tool in Edge only does square or rectangular masks. I have a PNG that I can use as a mask but the coding has really got me flummoxed. The mask:
i have been using the drivenTime node to create walkcycles that follow motion path curves where the out time is connected to some attribute via a unitToTimeCOnversion node.in previous version of Maya.
When i try to connect anything to the Out Time of new drivenTime node the connection never works, not even keyframes?
I'm currently working on a advertisement for a client and I need to creat a kind of ribbon to wrap around like a present. I thought what would be best would be making the ribbon and then using a motion path add it on but also I would add a gravity field to the ribbon so to moved more like a ribbon.
Also with the motion path I have made them and connected my ribbon and for some reason it doesn't move until the last frame and just snaps to that position?
Got a bit of a puzzle here, trying to animate a cylinder deforming along a path. Fairly standard stuff. Got the path deform fine, but now I need any of the vertices that enter this one area to be deleted. Volume select with a mesh object doesn't seem to work, as it will only select the vertices where the cylinder is before the path deform object. Is there any sort of work around/way to collapse the animation of the path deform? I know I could do snapshot if I only wanted one frame of it, but the cylinder moves along the path over 1500 frames.
I have an animate file that contains many animations and one motion path animation. All animation elements of the animate file are responsive with the exception of the motion path animation which is not for some reason. Why does the motion path animation not repsonsive even though it is L, T, W, H coordinates are set as percentages?
I have a crosshair like in a lightgun style game at an arcade. What code would I use to have the symbol follow the mouse, and if at all possible, could the symbol's origin be in the middle of the symbol and not in top left corner of the symbol?
I have an arrow following a circle spline using Path Deform Binding (WSM). I want a light to be placed just ahead of the arrow and follow the same circle so it lights anything in front of it (Which is what a light usually does) but I can't fugure out how to do it. I tried the same Path Deform Binding modifier, and I tried the select and link to the arrow, but nothing works.
I have a path shape that curves through the property, and I would like the hatch (which are just 60x60cm squares) follow the curve of the path instead of being applied like a pattern (just orthogonally).
I was trying to draw the enlacements of a wire rope by applying the hatch command but when I facing curves, the hatch needs to rotate somehow. Is it that possible?
I manage to do it by using "measure" command and then with a use of a block, align it to path and then enter the segment length. (Attached image)
But I was wondering if there is a way to do it with hatch command or any other method.
I am currently using 3D Max 2011 and am having a problem constraining an object to a path. I modeled a lot of the work in CAD and brought it into Max. My problem is that when I contrain the object to the spline it wont rotate through the course of spline. I have checked the "follow" toggle and "allow upside down" but it doesn't make a difference.
Also, I tried to set a different pivot it point for the object to use for the constaint but it still used the default pivot. I made sure use working pivot was active..For the working pivot shot, I had to delet the path constraint in order to show the location
I need to have a regular (linear) gradient but instead of going along a straight line, it should go along a custom made, freehand bezier path, observing all the turns or angles on that path.Is it possible in PS?
Im having issues with cs4. When i use a tool (paintbrush, eraser), it randomly applies it somewhere else. For instance when trying to paint precise lines while following and edge the brush will apply itself randomly somewhere else. It always happens when i release the mouse button and then press it to start using again. I could be painting a horizontal line, let off the mouse button, repress it and all of a sudden the brush paints a vertical line 3 inches away!
I have seen tuts on making cracks. I was wondering if there was an easier way.I want to make a crack that stays in the middle of a letter (even around the bends in the letter), and has branches. The cracks I draw always seem manufactured. I am looking for a cracked earth type of crack. If you have any idea on how to accomplish this could you provide an example picture?
I know Xara provides a range a built in gradient fills (e.g. linear, spherical etc), but does it have the ability to have a gradient follow the edge of an object?
I was wondering if you could draw a motion path for objects to follow. I have multiple objects(12) that all need to follow on the same path. Do I have to animate all of them individually, or can I draw a path? These objects are NOT masks. They are text imported from Illustrator(CS6).
If Microsoft Powerpoint can do it, then surely Adobe can...
For some reason I am unable to create text to follow a curved path. For example, I created a simple curved line using the shape editor tool. After selecting the completed line I select the main text tool (the other text tool, fit text to curve, is grayed out and not selectable). However, wherever I insert the cursor along the curved line I still end up with a straight line of text. After much experimentation I still cannot figure it out. I know I am leaving out a simple step.
Is there a way to create a walk cycle for your model and have it follow a path instead of animating each step? It seems like an incredible waste of time to sit and try to animate every single step the model takes. Also, I want the steps to be persistent. I don't want some to be larger and some to be smaller. I feel like there should be a better way of getting my character across the screen, I just don't know how to do it.
I am trying to assemble a roller to follow the path as shown in the attached file. I am able to make it follow one path, i.e. around the bend, but then how do I make it continue along the straight section and not continue around the circular path?
I eventually intend to use the dynamic simulator tool to animate my full model. Is there a way to use the connection parameters in this environment to enable the roller to follow the correct path.
This is something I recently wanted to do, but found that the clipping in Edge Animate only allows us to make a square or rectangle shape. I'm pretty disappointed by this because technically you can make a circular, or elliptical, clip shape using HTML5 and CSS3. Also, the same is true for masks. I would love to see this as a future update in Edge Animate because I can see a few more instances where I would want to use clipping, or masking, in this way.
Most seem to be for versions earlier than CS6, or they omit an important step or mention some function I can't find.I'm creating a state seal, with a blue band around the design. Inside the circular blue band, I'd like to type the words "Great Seal of" at the top and "Washington State" at the bottom. But I actually need two separate sets of text, because I don't want "Washington State" to be upside down.
I'm working with a typeface that I need to stretch horizontally while following a circular shape. I don't want to distort it other than the horizontal stretching.
Once i set up a motion path for my object to follow, it sets the object to follow it over the entire timeline. what if i just want to object to start later on? I want it to raise up, hover over to the path, and then be attached to it.
When I use "object/blend/replace spine" it will distribute the objects evenly around the circle, but with no rotation. My issue is that I have objects shaped like people and would like them evenly around the circle, but rotated correctly so that their feet are all touching the circular path and their heads are always facing out. How can I achieve this?