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>> No.707464 [View]
File: 279 KB, 720x406, Car rig.webm [View same] [iqdb] [saucenao] [google]
707464

>>707415
I had done this (or attempted to) a while back when making a car rig (I posted the results here). With the intent of sharing the rig here with anons, but I ran into the same problem as you when trying to get it to work properly when turning. Granted, it was my first foray into drivers and cosntraints so I wasn't as familiar with them as I am now. Though my knowledge is still pretty limited.

I've been wanting to take another crack at it, but I've been pretty busy working on other things.
Something in my head at the moment that *might* work, is to tie the wheel rotation driver to an empty instead that only moves in one direction using the "limit location" constraints. Parent the empty to the car rig, then use a constraint to keep the empty only moving in one direction, based on the local location of the car rig.
So like, the car could move forward on the local-Y (which should take care of directionality problems), and we could pick the Global-X axis for the empty (ideally it would still be Y, but just X in this example), then using the constraint, take the local-Y from the car, and translate it to Global-X, then do the proper driver stuff for the wheels to turn. This is all in theory though, so I've got no fucking clue if it'll work or it's just some random shit that turns into a mess. There might be even a simpler way of doing it.
I think things might go wrong if the car turns around, but who fucking knows. This shit is all guesswork when trying to do this type of stuff.

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