best way to implement mechanical articulations
Hi All
I am trying to achieve a mechanical piece that can be animated correctly.
Basically this is what i am doing: I have abox and a cylinder that are coupled together; the box has a prolonged polygon that goes inside the cylinder, and act as point of rotation for the articulation.
I've attached the picture, they will be more clear than my description for sure anyway is similar to the arm-forearm articulation at the elbow.
Now these are the issues that i have, and before going forward with the modeling part, i want to get it right, so when i will rig it, i will not have to curse myself for not doing things in a different way
1) to simulate the rotation, i can rotate the cylinder, but it always rotate using the center of the object, is there a way to change the pivot point for the transform tool? When i will add the bones it will be different, but now without bones i have problems to imagine how it will work if it rotate using the center of the object as pivot point
2) how would you approach the rigging phase? I am trying to make different parts and put them together; to avoid to have bending and other weird effect, that should not happen on mechanical parts; plus is possible to limit the range of a specific movement, to avoid that the polygons will intersect and take away the realism?
Thanks in advance!
Hi All
I am trying to achieve a mechanical piece that can be animated correctly.
Basically this is what i am doing: I have abox and a cylinder that are coupled together; the box has a prolonged polygon that goes inside the cylinder, and act as point of rotation for the articulation.
I've attached the picture, they will be more clear than my description for sure anyway is similar to the arm-forearm articulation at the elbow.
Now these are the issues that i have, and before going forward with the modeling part, i want to get it right, so when i will rig it, i will not have to curse myself for not doing things in a different way
1) to simulate the rotation, i can rotate the cylinder, but it always rotate using the center of the object, is there a way to change the pivot point for the transform tool? When i will add the bones it will be different, but now without bones i have problems to imagine how it will work if it rotate using the center of the object as pivot point
2) how would you approach the rigging phase? I am trying to make different parts and put them together; to avoid to have bending and other weird effect, that should not happen on mechanical parts; plus is possible to limit the range of a specific movement, to avoid that the polygons will intersect and take away the realism?
Thanks in advance!