Glen opened this issue on Feb 29, 2016 ยท 19 posts
Glen posted Mon, 29 February 2016 at 6:26 PM
Hi folks,
I was wondering if anyone could help me here. Basically, I would really like to know how to properly 'rig' a car model within Poser, and there are a couple of specific things I want to do.
At the moment, I usually import what I call the 'main' part of the car, being the body shell and any parts connected to it which won't be movable, then import wheels, hubs, doors, steering wheel etc independently. With each part, I parent it to either the main shell or a part which is parented to it (such as front wheels being parented to the hubs, which are then parented to the shell, enabling steering by manipulating the Y axis of the hubs). After that, I go into the joint editor and move the rotation points to where they are needed (door Y rotations to the door hinges, for example), then rename those rotation parameters to, for example 'Open / Close' and set the limits.
What I would really like to do is to have, for example, the steering wheel, track rods (steering arms) and front wheels move at the same time and correct rate when, for example, the steering wheel is selected and turned. This would be especially helpful with cars such as open-wheel racers, where the track rods are clearly visible.
It would also be really neat if I could take the suspension wishbones and shocks of cars like this and have them all rotate, compress and move with each other to create suspension compression. I've a feeling all of this would require the same techniques.
All of my previous car models parts have been imported as props.
I would like this to be as easy to do as possible, as I'm planning to create a large number of such cars for a personal animation project.
Any help would be greatly appreciated, but please treat me like a complete novice, because that's what I am when it comes to this.
Thanks,
Glen.
I'm running Win 10 Pro 32GB RAM Intel Core i7-4790K CPU @ 4.00GHz Nvidia GeForce GTX 1660 Ti
My DA Gallery: glen85.deviantart.com/gallery
Peace, love and polygons!