Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 16 16-06-2009 , 10:21 PM
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Had to reinstall windows due to that virus i picked up in the last challenage so that slowed me down alittle

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# 17 17-06-2009 , 07:24 PM
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Right everything is built now apart from the cables - which I have to find the instruction booklet for my toy before I make them - just to get them right - which is in the loft.

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Need to get me rigging books out now

Any one know how I would rig a ball joint with a piston followed by another ball joint on a rotation (the rear arm/back piston joints) I can`t for the life of me think how it would go together.

Going to start the texturing now


# 18 17-06-2009 , 07:34 PM
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I quite cannot understand about the rigging ... explain a bit easier or make some diagram ... i think i could help ya user added image

# 19 17-06-2009 , 08:57 PM
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Here are the different type of joints I think I need - the real problem I think is the ball joint as I have no idea how to set them up

The 360 Y joints will have to be restricted according to the model I guess - stop it intersecting.


# 20 17-06-2009 , 09:00 PM
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Can't really help ya with the rigging, but I can tell ya your models looking really sweet!


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# 21 17-06-2009 , 09:02 PM
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cheers


# 22 17-06-2009 , 09:43 PM
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WOW, the detail in that is insane!
Amazing work, thanks for showing!
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# 23 18-06-2009 , 01:29 AM
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actually, the ball joints are some of the easiest ones to do. For the pistons, simply aim-constrain them at each other.

As for the ones that only rotate on one axis; you can aim-constrain on only one axis too. It works best if the single axis is actually perpendicular to the joint.

To limit the rotation of the joint, look in the attribute editor, under the section 'Limit Information', under the tab with the shape's name. Simply set the rotation to whatever it needs to be. Although, I do reccommend creating and limiting a control, rather than the actual model itself.

Does that help?


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# 24 18-06-2009 , 06:29 AM
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Originally posted by Xander-0
actually, the ball joints are some of the easiest ones to do.

ok - thats just cruel - you say they r easy and then don`t tell me how to do them - hehe

Yer I think alot of it makes sense its just a case of figuring out what goes where

Thx`s


# 25 18-06-2009 , 07:21 AM
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Cool work Tweety, looks very nice.

Not too sure about the rigging of it myself but I would guess theres going to be a lot of constraints going on there!

For the cables would hair not be a solution for you to keep it dynamic but secondary so you dont have to "bother" in a way? Converting the curve that you loft from into a hair folicle with constraints, so that the history drives the cablings movement?


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# 26 18-06-2009 , 07:26 AM
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very I guess so too - well its still better than the fishing wire Cameron used on the real one - big cheater


# 27 18-06-2009 , 08:06 AM
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haha, not too sure how your comp would like it trying to shove some fishing line in a spare PCI slot!


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# 28 29-06-2009 , 10:50 AM
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Looks great tweety - only think that I would say is, that I had the powerloader when i was a kid but remember it being more of a orangeyyellow than a bright light yellow.

user added image well done.

# 29 29-06-2009 , 12:22 PM
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yer not textured yet - it was just a basic shadder I did for the renders so it looked more like it.

In the film it is so dirty its almost brown/black in places


# 30 08-09-2009 , 04:51 PM
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For the ball joints cant you just group the relevant objects together and place the pivot for the group in the center of the joint?

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