Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 1 16-02-2004 , 11:53 AM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462

Animating a trunk

Hi everyone.

I have built this little dude, and have made him with a trunk. I want the trunk to flop down and act like it was a proper trunk. He is ready for animation with all his joints. But i would rather not use joints for his trunk. I would like it to behave natrualy. Any idea how i could animate it without useing joints?
check the pic if your confused

Thanks Heaps

Nickuser added image

Attached Images
# 2 16-02-2004 , 12:51 PM
rich's Avatar
Subscriber
Join Date: Oct 2003
Location: Paris, France
Posts: 418
Turn the trunk into a softbody - making sure to keep and hide the original. Then set the original as the goal and paint weights. Should do the trick.


That'll do donkey... that'll do...
# 3 16-02-2004 , 01:43 PM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462
oh of course.. ahh man i should have thought of that. Thanks thats what i will try!


There's nothing normal about normals. In FACT i think the are abnormal.
# 4 16-02-2004 , 01:52 PM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462
hmm i have del, the trunk, and made a new softbody trunk, but i cant get the soft body to attach to the poly. I tried useing a cluster but that didnt work. Do you know of a way to attach a softbody to a poly?


There's nothing normal about normals. In FACT i think the are abnormal.
# 5 16-02-2004 , 02:21 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I think using bones would work quite well.

I'm not a soft-body expert, but I don't think you can attach a softbody to another object. I think you'd want to duplicate the entire body and make all of it rigid except for the trunk. I'm not sure how rigging might be affected by that, though.

# 6 16-02-2004 , 02:32 PM
rich's Avatar
Subscriber
Join Date: Oct 2003
Location: Paris, France
Posts: 418
I dont have Maya in front of me, so cannot try this, but can you not parent the softbody to the poly?


That'll do donkey... that'll do...
# 7 16-02-2004 , 11:03 PM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462
nope i tried that, and the trunk just falls away like its not even attached when i add some gravity. thanks for the replys though


There's nothing normal about normals. In FACT i think the are abnormal.
# 8 17-02-2004 , 03:40 PM
Pony's Avatar
Subscriber
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
you need to paint some weights on the trunk. try 1's up at the top.. and like a .5 lower. try to twist the original so that the trunk is in a more natrual position. you might also need to use some springs to keep it from falling to the flore.

# 9 19-02-2004 , 08:36 AM
antiant's Avatar
Subscriber
Join Date: Feb 2004
Location: Melbourne
Posts: 462
thanks pony. I have it working well, I ended up useing about ten joints along the trunk. Then used a IK spline handle and attached a cluster to the vertex. I parented the cluster to a nurb sphere, then then attached another nurbs sphere to that, with a spring. It worked really well. This way i can control it with gravity and such. I had no luck with the soft body.. Thanks for all the replys


There's nothing normal about normals. In FACT i think the are abnormal.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads