non-rotating front-wheel parts (e.g. brakes)

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krz9000
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Joined: Fri May 16, 2008 5:23 pm

non-rotating front-wheel parts (e.g. brakes)

Post by krz9000 » Thu Jul 24, 2008 6:25 pm

hi craft,

i finally found time to use the trial to play around with your plugin. i can imagine getting yxour tool for car animation but one thing seems to be missing? (very likely im just too uninformed about all the features):

a cars front wheel typically has rotating and non-rotating parts:
- the tyre, the rims and the breakdisc are rotation with forward-movement
- the breaks do not rotate with forward-movement

but all these parts rotate with steering.

sofar i didnt found a way to parent the brakes in a way that they only rotate with steering but not with forward-movement.

i hope u can give me a hint how to do it, or if this feature is not there how to make a workaround. im on maya and i guess i can just link some values together. nevertheless to have a "non-rotating" group in the rig-hierarchy would make things easier.

thanks in advance
krz

Patrik Martin
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Patrik Martin » Thu Jul 24, 2008 8:30 pm

Hi krz9000 and welcome to the forum!

There is a solution for your problem.
Parent your brake setup to one the following nodes:
WheelerExt_01_WheelCenterMesh_FRTransform
WheelerExt_01_WheelCenterMesh_FLTransform
WheelerExt_01_WheelCenterMesh_BLTransform
WheelerExt_01_WheelCenterMesh_BRTransform

These nodes you can find in the top center of the 4-Wheelers wheels.

Hope you find them, Good luck!
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krz9000
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Joined: Fri May 16, 2008 5:23 pm

Re: non-rotating front-wheel parts (e.g. brakes)

Post by krz9000 » Fri Jul 25, 2008 9:52 am

if i put the breaks there - they will not rotate with steering. at least not with the version i have. i try to download again maybe i have not the latest version

Patrik Martin
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Patrik Martin » Fri Jul 25, 2008 10:35 am

If you go in to the configure for the 4-Wheeler and go down to the Suspension Parameters you should find a check box that is named Fixate Wheel Center Nodes uncheck this box and then it should work. :)
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krz9000
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Joined: Fri May 16, 2008 5:23 pm

Re: non-rotating front-wheel parts (e.g. brakes)

Post by krz9000 » Fri Jul 25, 2008 1:33 pm

it works!
thanks for guiding me throught.

Patrik Martin
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Patrik Martin » Fri Jul 25, 2008 2:07 pm

krz9000 wrote:it works!
thanks for guiding me throught.
No problem at all!
If you have any other questions or so don't hesitate to post them as well.
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Pepster3D
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Joined: Tue Sep 16, 2008 5:57 pm

Re: non-rotating front-wheel parts (e.g. brakes)

Post by Pepster3D » Tue Sep 16, 2008 8:53 pm

WIth this method, were the brakes grouped in the wheel group? I am just starting learning today, and see that you have to have 5 groups (4 wheels and the chasis). Thanks.

Patrik Martin
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Patrik Martin » Wed Sep 17, 2008 4:27 pm

Pepster3D wrote:WIth this method, were the brakes grouped in the wheel group? I am just starting learning today, and see that you have to have 5 groups (4 wheels and the chasis). Thanks.
Well you parent the brake(the red part) to the WheelCenterMesh and the brakedisk you group with the model wheel and link/parent this to the WheelMesh of the 4-Wheeler.
Image
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Pepster3D
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Pepster3D » Wed Sep 17, 2008 10:11 pm

OK, thanks I understand now.

geet
Posts: 8
Joined: Sun Nov 09, 2008 4:40 pm

Re: non-rotating front-wheel parts (e.g. brakes)

Post by geet » Sun Nov 09, 2008 4:49 pm

ok about the disk brake problem how do u do it in bike mesh

Patrik Martin
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Re: non-rotating front-wheel parts (e.g. brakes)

Post by Patrik Martin » Mon Nov 10, 2008 1:28 pm

geet wrote:ok about the disk brake problem how do u do it in bike mesh
You would do the same thing as the answer above. The Craft 2-Wheeler Extended also have a WheelCenterMesh in the front wheel and one in the rear wheel. If you are animating a bicycle you would also change the Maximum Pitch Angle to 0.
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