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Bones (Read 180 times)
Jan 12
th
, 2005 at 7:52pm
Gnome
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Colonel
I love YaBB 1G - SP1!
Posts: 244
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 14
th
, 2005 at 10:55am
Gnome
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Colonel
I love YaBB 1G - SP1!
Posts: 244
Forget it, I did it manually.
Kev
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Reply #2 -
Jan 14
th
, 2005 at 11:04am
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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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 14
th
, 2005 at 3:30pm
Gnome
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Colonel
I love YaBB 1G - SP1!
Posts: 244
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.
Kev
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