3ds Max Animation :: One Object Create Deformed Pathway On A Plane
Nov 18, 2011
I am basically trying to have one object create a deformed pathway on a plane. Think of it like pushing a beach ball along some sand. I get the initial effect I want with using a spherical shaped Displace space warp applied/bind to a plane but I want the results to stay. So it leaves a trail on where is has been. I have read the suggestions about using the cloth modifier but I am not getting the look I desire.
I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.
I am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.
Is there a way to have Maya generate a curve based upon the path that an object travels upon?
For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.
I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?
Let's say I have an arbitrarily oriented plane, and somewhere above that plane, I have placed an object. Now, I want to calculate the closest point on that plane to the position of the object, and constrain a third object to that calculated position.
If I move the object above the plane around, the object on the plane should always move to a position where it is as close to the first object as possible without leaving the plane. Is there any reasonable way to do this with on-board 3ds 2012 features?
100 frame animation setup. created a slice plane on a box, animated it, copied it to a copy of the box with different material, tried to link a deflector created in the left view port to the slice plane and it doesn't exactly line up/match.
checked animation curves, there was only 1 on the slice plane, and tried linear or curved, no difference, the deflector doesn't line up exactly.
tried wiring it to each box, recreated a couple times. the attached picture shows the slice plane and how it lags behind the gray/white slice modifiers.
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
a few things involving cameras. My assignment was to use our plane that we modeled with poly's and animate it on a motion path(used cv curve tool) and have a camera above it follow it. Now I got that down perfect.
But what I don't have a clue on, is how do I attach a camera on the same motion path as the plane and have a camera angle right behind the spinning propeller? Like a cockpit view.
How does one implement the use of two pivot points to control movement concurrently in the X- and Y-plane?
I 've added a Link Constraint to the salmon colored component which is linked to the red cylinder pin at far left. This pin has a Path Constraint to an Arc path which is orientated left-to-right and arching up. The pin at right has a line Path Constraint that moves down and to the right. Still image 01 shows the retracted position. Still image 02 shows the animation at 50%, the Fowler hinge follows nicely the path of the left most pin quite well. Notice no movement occurs in the down direction that would be imposed by the right pin - if it worked/was set up properly.
I have a scene set up like the picture below but for some reason when I go to render it out, the geometry isn't there for the plane object. I've set it up like that because I have the ball emitting fire and then deflectors along the plane so the particles move across them as if they fire was contained and the particle system reacts in this way but in the final render the geometry for the plane isn't there. I've went through the object properties and renderable is checked.
3DS Max 2012 Mudbox 2012 Windows 7 Ultimate 64 Bit AMD Phenom 9350e Quad-Core Processor 2.0GHz NVIDIA GeForce 6150SE 4 GB RAM
I was wondering whether I can animate an engineering drawing of a vehicle over a longsection (X-Y Plane) of a road without expanding add-ons ($) on Civil 3D package
Senior engineers in our department aren't quite concerned using transparent template over printed plan but I reckon it's primitive and a waste of resources and time.
I've seen videos and forum posts about using scripts but I can't quite see the post I would like to see.
So what I would like to do would sum up as section drawing of a vehicle moving through a drawn polyline. No gimmicks (wheels turning, indicate scrapes) required.
I made an artboard of 1500 x 1500 pixels with some type in it, the type was converted to outline. Then i descreased the size of the artboard to 150 x 150 pixels and the type (outline) became deformed, So I had to use Illustrator CS6 to do it. I decreased the size of the artboard and the path kept its orginal shape.
I like to attach a .aim or import a inventor DWG into a section and a plan in autocad.
But how do I select the right orientation on import? The default Inventor view is a sideview and won't work on a plan.
Right now it seems like I either have to go into 3D model view and rotate the object or have to change the orientation Inventor for plan and then reorientate it for section...
After creating text in Draw X6, I can't drop it into Photo-Paint without it appearing to be improperly cropped; i.e., some outer edges of letters appear to be cut off (see example below). Converting the text to curves does not solve the issue.
Strangely, I have no problem if I copy the same text from Draw X5 - the results are excellent.
I was pretty much expecting to see a Ground Plane object in the scene explorer, but no such beast exists. My spirits were briefly lifted by finding a Ground Plane section in the Environments palette, but that does not allow you to attach texture maps to the ground plane, only a solid color.
If such a thing doesn't exist (for shame, Adobe), any quickest way to create a textured, infinite ground plane (imagine, for example, a tiled floor or a wooden floor that extends all the way off into the horizon)?
Basically, what I want to do is create a block, such as a piping elbow, that will allow me to click on different angles upon insertion and have it match that angle.
Assuming those gray dots represent the elbow block, which actions do I need to use in the block to have my elbow block match different angles as shown.
I am trying to create a mass surface that is being cut by a topo plane. What I am trying to achieve or show is a height setback set from the existing topo to a height of 35'. I've tried to cutting or joining the two geometries but this will not work. There is no way to snap t the intersection of were the mass and the Topo surface meet. Is there a way to change a Topo surface into a mass? Any other way to achive this instead of massing and topo surfaces?
I need to create a sloped roof. I want to base this roof upon a beam system created using a sloped work plane rather than offset from a level. I now understand that (for some reason) Revit will not create floors or roofs using work planes, but only on levels, and I know that I can create a flat roof on a level and apply slope arrows and adjust the offset height, etc. etc. but that is very imprecise (lots of micro adjustments) and a lot of steps.
Isn't there any way to create a floor or roof using a work plane as the level?
The attached image shows a roof I created "by face" from a box mass element I set on the plane - unfortunately now I cannot edit the outline to get it to fint my non-rectangular roof.
I am trying to create a flat plane that is on a diagonal. In Max I remember you could zero out using the scale tool with local space orientation. How do I do this in Maya?
In the enclosed image see red arrow. The back/bottom edge of the tail is supposed to be flat. How do I get all vertices to be in one plane?
I am trying to create two plane's one after the other like it is done in this video tutorial.
[URL]........
My problem begins with me only having 1 point on the part to pick for my 3 point plane command. In the video there is no bit where you are supposed to create a point but I'm thinking I wont be able to duplicate without doing something like that.
How to create a work plane that is perpendicular to a surface? I'm trying to do this so that I can "split" the object into two separate entities where the plane is.
On one part, I have a bore hole drilled on a curved surface so the hole is actually an ellipse.
Now the other part I am trying to constrain together is the pipe that will be welded into the bore hole; so that is a simple circular pipe.
The issue is that the pipe has to be inserted 0.25" above the interior of the bore hole to allow for room for the weld. In order to do this I have tried to create a plane attached to the 3D ellipse and then constrain the pipe to be 0.25" above that plane. The problem is I cannot seem to create a plane attached to the 3D geometry; I cant even find a way to attach points, or pick the center point of the bore hole.
How to create a plane on 3D geometry and link it to said geometry. I'm using 2012, if that is necessary information.
Imagine a flat, rectangular plate with origin plains located symmetrically down the middle of the plate. Place a component, say a small cube, and constrain it to the face of the plate and the origin planes so that it too is symmetrically located. I now wish to pattern this cube about the midplane and create a total of five instances. I select "Pattern Component" in assembly mode and select the cube. For direction 1, I put in two instances and select an edge of the plate so that the pattern is taken to the left of the midplane. For direction 2, I again select two instances but pick an edge so that the pattern is taken to the right of the midplane. I now should have a total of 5 cubes but I don't. I have 6.
The second pattern is actually a repeating pattern of the first which, in the end, creates too many cubes. Visually, it looks correct because the cubes are placed excatly on top of each other. Numercially, like in BOMS, it is not correct.