3ds Max Animation :: Use Of Two Pivot Points To Control Movement Concurrently In X And Y Plane?
Oct 23, 2013
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 am a 3ds max user but had to switch to maya for this project. I am trying to make the ctrl pivot axis to follow the bone axis but I dont know how to do it in Maya.
I've got several objects that require multiple Pivot Points per object or per Group of Objects.
As close as I've come to solving this was a local movement wire parameter effecting local pivot of another object, however, it pivots the wrong direction (clockwise instead of counter clockwise)
It would be nice to just be able to apply a secondary pivot point for an object natively in 3ds max.
I've read, you can do this with IK solver and a pin constraint. However, I'm using 2012 and I do not see pin constraint in my options.
For some reason, the camera pivot has changed..Whenever I set it to anything, it keeps going back to the stupid configuration of being 5 meters away from my plot... which means the slightest rotation makes me lose the view.
I tried using the navigation the navigation wheel's "center", but it sets it in two dimensions of the projection's plot on my screen, which is not enough.
And I tried the command alias "3DO", but every time I do it, it works only once... and for some reason the camera pivot gets lost again on the next move.
how to change the camera pivot position by entering it somewhere like (0,0,0).
I'm specifically looking into using motion vectors to control the position of a texture. For a better idea of what I mean. See this video, especially at 1:08
[URL]
I'm sure some people will call this the "Paperman" effect.
I see a lot of information out there on how to use motion vectors to do motion blur, but not much else. I'm sure they are capabable of soo much more! All that movement information from 3D in a 2D environment sounds great!
I have motion vector channels correctly exported from Maya and I'm wording which CFX combination I would use to composite a texture in a way that it was controlled by the movement information of the motion vector channel.
I have a couple points that were part of an import event (data from a previous project) which I want to assign as control points for an incoming traverse, is there any way to assign those as control points? I can't seem to find a way to do that other than perhaps re-importing the specific points as control points and overwriting the existing ones.
I have two different files that contain data at greatly different scales. I'd like to render out each sequence and composite seamlessly. Is there any easy way to match the movement of two cameras in files that contain data of vastly different scales? I'd rather not merge data. I'd like to animate the camera in one file, merge the camera into the other file and scale the movement up.
Say I have 400 boxes and I want to animate each box to move up and down along the z axis randomly. How would I go about doing that? I assume somehow with the noise modifier, but I can't figure out how to get it to work with motion and not the shape of the object.
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'm new to Maya 2011 and simply put, I need to know the basics of animating a camera around a scene, along a path, slowing down and speeding up, how to move the point of interest, that type of thing.
I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points 2. connect the points with a curve 3. loft a circle using the curve as a path in order to make a rope 4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
In the track view window, the Move Keys Horizontal and Vertical Buttons should restrict the movement of keyframes on the horizontal (time) or vertical (value) axis, but do not in my version of 3ds Max 2012 SP1. Work around include using the dope sheet or using the Keys > Slide or Keys > Scale Value menu items.
I need to accurately position a point on an angled plane, but the question is how?
I've generated the required planes, the axis to revolve the angled plane around, and of course, the angled plane itself. (See attacment)
I now need to position the point coincident to the generated axis/plane and the angled plane. I have nothing to refer to so I can't project any geometry from any face. (The vee-shaped recess is generated after the slot is extruded and its position is the resut of the breakout against the OD).
Attached are two parts and an iFeature that I keep in the "Punch" folder and use as a punch. It is common that clearance holes need to turn into slots and vice versa. The centerpoint is the perfect locator for both. The problem is I have not found a good way to place an iFeature slot on a centerpoint as easy as I do an iPunch. This means I have to convert the part to sheet metal and then back again.
Is there an easy way to place a slot, or a similar slot like this with an iFeature? ie as easy as the Hole Feature or iPunch Feature?
The other thing I do is add an axis and plane thought the center points to aid in constraining. If I remember correctly it was not possible to include work geometry in an iFeature (at least with version 10)
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?
I need to multiple select two control points on a box. Control, shift, other key combinations, etc. are not working. Control works in other apps; don't know why this is going on.
Any alternative to the key stroke for multiple selects in 3DS MAX?
In the screen grab here, you can see that "errors" in gradient smoothness coincide with control points..or maybe between certain control points....is there a way to prevent this error from happening?
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.
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
I've VideoStudio x5 and I try to delete volume control points from my clip in the Sound Mixer. Tooltip says "Delete this control by dragging outside the clip" but it doesn't work.
How to set 2 adaptive points (AP) to control the position and diameter of a circle. Have tried setting a ref plane driven by circle dia param but justs results in overconstrain when flexed. Is it possible to a) lock the centre to an AP and lock redius to AP?
Is it possible also to lock a ref plane to an AP so that the AP drives it rather than the other way round?
Possible to view the control points of a 2d or 3d object. I know that we can view the control points for spline objects, but is it possible to view the control points also for every other object i draw?
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.
what does it depends that how many control points are on an object in Designer Pro as default?
For example in Shape Tool creating a horizontal line (click and somewhere beside CTRL - click), at me it creates control points at the end of the lines plus two ones on the line.
That is super anyway because immediately can be seen where is the 33% of the line length, but could be set somehow this that how many control point should be as default?
When I make my rooms for a building, I want them to be a specific distance from the previous wall, say 10'. But when Revit measures the walls, it measures from the center line of the wall and not the edges. How do I correct this so it is measuring from the nearest edge so I'm not constantly having to think about how thick the wall was on each side and manually add 5 inchs or whatever it is in order to get a solid 10' room.
Also, when placing rooms, I have found that the program keeps making the reference distances from points halfway across the house. For example, if I want to make a room 10'x 10', and go to place the top wall of the room. If there is another wall across the hall or something that may intersect if you extend an imaginary line, the reference dimensions won't be 10' from the bottom wall, but it would be something like 4' 5 7/16" from that other room that has nothing to do with the wall I'm trying to place. Does that make sense? How do I turn off or control the meaningless reference points?