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IK Links Debug Mode

Started by PiBoSo, February 18, 2017, 07:22:33 PM

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PiBoSo

February 18, 2017, 07:22:33 PM Last Edit: October 19, 2019, 08:23:00 PM by PiBoSo
Inverse kinematic is used to animate the chain, to link the rider hands to the handlebars, to link the boots to the pegs and to prevent the knees from sinking into the ground.

To show the link points ( cyan ) and the targets ( magenta ), edit the file global.ini ( by default generated in "My Documents"/PiBoSo/GP Bikes/ ) and add:
[debug]
links = 1
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Italian Mod Team

Can u explain how animate rightly the chain pls? Tried the old tutorial in the forum, but not works. thx

Jose Reina

Black, for the chain...

Rename the 3d chain as chain, export it next to the rear wheel.
Put the axes in the center x, y, z, 0,0 0,0 0,0.
Select the string and in the hierarchy option, Affect pivot only, put the axes in the center x, y, z, 0,0 0,0 0,0.
Then you have to turn the axis and put the blue in front, the green in the up, and the red in the right.
And you export the entire rear wheel.
Then in the gfx.cfg, you must adjust it with the x, y, z axes.

"IMPORTANT"!!!! Use 3dmax 2010 !!!!!!!!!!!!!! And the plugin to export in. EDF.

With the 3dmax 2016 does not work !!!!!!!!!!!!!!!!!!!!!!!!!

If you have doubts, let me know;)

Blackheart

Yes the problem was the 3ds max version, because with the 2010, the chain works without problems.

Thx José  ;)

PiBoSo

Quote from: Jose Reina on February 18, 2017, 10:49:46 PM
Black, for the chain...

Rename the 3d chain as chain, export it next to the rear wheel.
Put the axes in the center x, y, z, 0,0 0,0 0,0.
Select the string and in the hierarchy option, Affect pivot only, put the axes in the center x, y, z, 0,0 0,0 0,0.
Then you have to turn the axis and put the blue in front, the green in the up, and the red in the right.
And you export the entire rear wheel.
Then in the gfx.cfg, you must adjust it with the x, y, z axes.

"IMPORTANT"!!!! Use 3dmax 2010 !!!!!!!!!!!!!! And the plugin to export in. EDF.

With the 3dmax 2016 does not work !!!!!!!!!!!!!!!!!!!!!!!!!

If you have doubts, let me know;)

Please note that the chain object doesn't have to be named "chain". The name can be changed in the gfx.cfg file.
It is correct to set the object pivot at the center of the rear sprocket. The rotation shouldn't matter, though.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".