For one of the students first projects I would want them to make a solar system. Of course there would be spheres representing planets with pivot points in the center of the system (the sun) and some would revolve slower and some faster around the sun. Now I was able to create the planets and set the pivot points in the center (the sun) and have them rotate but I'm trying to take this a step further. I really want to create moons that would circle the planets.
That's where my problems starts. I have a planet that I want a moon to revolve around. I was able to change the moons pivot point to the center of the planet but the pivot point remains there while the planet circles the sun. What I need to do is have the moons pivot point locked onto the planet that way if the planet moves, then the moon moves along with it. In this case, the moon will be rotating around the planet as the planet rotates around the sun.
Here are two ones I have created (comments welcome) but I was looking at some on deviantart and getting some idears I wanted to know how to do a few things: -Milkyway (Whole Galaxy)SunShadows (Like in Startrek voyager intro where the sun light hits the ship and casts a shadow)Spaceship (just wanted to know how people put these in to there pictures.
I need to create a background for a piece... but it cant look cartoony or anything, and I dont want any planets. I just want really cool looking stars.
I'm a cartographer not a 3D modeler! However, I've been tasked with creating a simple animation of a two-axis solar PV panel as it tracks the sun across the sky during a single day.
I've got everything modeled but don't understand how to constrain and establish the motion relationships - IK chains, rigging and such. See attached image for my needs. I believe I have the rotation pivot points established.
I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.
Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.
I am making an animation of how to assemble an outdoor fireplace system.
I have a mortar bag modeled that will be used to apply mortar to all the areas where different components are joined to each other.
I have figured out how to use a cylinder and pather deform to make the mortar come out of the bag.
After the first section of mortar is applied, how do I move the the mortar bag by iteself to the next area tha needs mortar?
There is an "attachment" position controller applied to the mortar bag which tied to the leading edge of my mortar bead.
I'm not sure how to disassociate the mortar bag with each line of mortar that gets put down and then let the mortar bag move around the scene to the next area.
I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?
Custom rig to work with the HumanIK system in Maya 2013. Im currently trying to map my custom skeleton and get the mocap data to retarget but the skeleton freaks out when I try to change the source.
I am trying to setup a a system that allows me to rotate Point 1 and 2 joints to place downstream spheres into specific locations such that the distance and angles between the spheres don't change.
Everything works the way I want (so far), but Sphere04 goes the opposite direction of its IK chain.
Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.
I want to know all about solar radiation analysis in revit 2013. any tutorial link? I have tried it on my design but it only opens sun path. and there is no "add ins" option.
I can place a solar panel on the roof, but cannot do anything with it. When I try to tilt it from upright, it turns yellow and says "cannot rotate" . Been stuck on this problem for a week now, and am quite frustrated as you can imagine. Have tried every trick that I and others have suggested to no effect. Seems to be constrained to one of my vertical reference lines. Reference line is listed as the "host", but it's greyed out, so I can't change it. Tried to disassociate from reference line, but can't.
Went in to "family" and noticed that there's and extrusion underneath the panel (invisible when placing the panel). Don't know what it's there for, or if this has anything to do with it. I can't delete or modify it.
I've also tried to create my own solar panel, but can't figure out how to save it as "my own" family.
I simply want to tilt the panel back about 35 degrees. I've tried to tilt it in all different views. Sometimes I can get it to tilt along the wrong axis, never on the one I want it to. Is there any way I can create my own panel with a sketch program, import it into Revit, and save it as a component?
I relatively new at this 3D stuff however I've produced a model in 3D & need to add both realistic sky & sea but don't know how. I managed to add sky as a background but can't get the sea to work. Also I need to add the image of a solar panel onto a solid but can't get it to work either.
I am into tracking solar array's. So designing for high winds is paramount. I wonder if Inventor will have a package for analysis of wind loads. It is a different kind of FEA. Call it a 3-D distributed load.
I can place a solar panel on the surface of the roof (flush with roof surface), but cannot tilt it up. No matter what I try, an error message comes up saying "can't rotate element into this position".Have tried creating new panel, renaming it, etc. The panel seems to have a constraint of some sort that I cannot override.
I am looking for a lisp or vba to calculate solar panel angel / solar light power on any place in the world found 1 that shows sun time on 1 day of the year.
And can the autocad menu's SUNPROPERTIES / GEOGRAPHICLOCATION be controlled by lisp or vba ?
Is it possible to enter a custom number of frames in a solar study so the length of the overall animation can be lengthened and the quality of the animation improved?
how to use Civil 3D to create a grading plan for a solar PV site or a golf course?
Here is the situation. We have a large 100 acre site that is not flat. We want to do minimal grading to "smooth out the surface". So that maximum slope on the site is 10%. The site does not have to be graded completely flat. We are trying to work with the existing contours and terrain as much as possible.
Is there some functiion or some way for Civil 3D to "smooth out a surface"? We want to work with the existing slopes and contours of the site and just need a grading plan that will smooth out mounds, holes, or high slope areas.
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
In the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
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.
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.