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Bones (Read 180 times)
Jan 12th, 2005 at 7:52pm

Gnome   Offline
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I need to do a relatively complex animation in GMAX to animate a control surface.  It involves pushrods and associated linkages.  Can I use bones to keep all the various bits in touch with each other?  I don't know how to calculate the various fulcrums involved and doing it all manually will be a bit of a pain.

If possible, how etc.


Thanks.


Kev
 
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Reply #1 - Jan 14th, 2005 at 10:55am

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Forget it, I did it manually.

Kev
 
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Reply #2 - Jan 14th, 2005 at 11:04am

Felix/FFDS   Offline
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From what i've seen, bones are not supported in Flight Simulator modelling.  It appears, though, that IK (inverse kinematics) is ?
 

Felix/FFDS...
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Reply #3 - Jan 14th, 2005 at 3:30pm

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I didn't think they would be TBH but I was hoping it might have made it easier to work out the different angles of rotation of the various parts.

Sorted it though, once I had figured out how to get the rotation to use increments of less than 0.5 degrees.  Smiley


Kev
 
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