I am working on a droid from star wars episode 3 that had 3 big tank treads on it. The model itself isn't the problem. I am having trouble attaching the tank treads to a spline to have them move as they did in the movie. I have tried the grouping but I still get the same result which is one of the 50 treads is attached to the spline while the others stand verticaly to the first tread. I need each tread to rotate on the spline without passing through each other. Any and all thoughts are welcome. :)
Re: non circular rotation problem by samuel01 on Oct 22, 2007 at 9:43:42 am
I have had the same problem with a mechanical stair. I solved it this way :
- Assigne the line as the path to 1st tread
- check "follow"
- displace the last keyframe to define the speed of the tread
- in the "controller" "out of range type" menu, select : "cycle"
- assigne the line as the path to the second tread
- copy/past the 2 keyframes of the first tread percent controller to the second one (check "copy" not "instance")
- displace the 2 copied keyframe enough to create a space between the 2 tread
- do the same for each other tread
This way each tread will follow its predecessor.
for 50 treads, it's a little boring job, especially if you need to adjust and modify the speed of your droid later !!!
May be a script can do the trick but it's out of my knowledge
Re: non circular rotation problem by Frank Ringwald on Oct 22, 2007 at 3:40:58 pm
Using a pathconstraint to "draw" the positions of the treads, is the step in right direction, so far.
But to avoid this boring part of animating on tread and then clone it, you can use the snapshot-function you find in the extras/tools menu. This give you the oportunity to create multiple clones orientated by the way the origin tread take trough the pathconstraint.