Devin Johnston Posted May 23, 2007 Share Posted May 23, 2007 Hey guy's I'm done a few animations where I have cars driving by and I can't seem to sink up the wheels spinning with the movement of the cars. Can anyone give me some tips on the best way to do this; oh I'm using Max 9. Link to comment Share on other sites More sharing options...
batteryoperatedlettuce Posted May 24, 2007 Share Posted May 24, 2007 I'm guessing here, but if they are cars set to a path, you could: a. = length of path/circumference of wheel = number of rotations. b. = script the animation so that the local rotation of the wheel is proportional to the percentage of distance traveled on the path. If you sit tight for a while, I might even write the script... unless someone has a much better idea -edit: oh, if you're a fan of reactor you can read about/use the wheel constraint Link to comment Share on other sites More sharing options...
vizfx Posted May 24, 2007 Share Posted May 24, 2007 Hi The first choice is ToyCar from Reactor toolbar (see help). The other one more advanced is a plugin from http://www.craftanimations.com which is extremely powerful – you can even record an animation with input from joystick, even 2 simultaneous. Best regards Mihai Link to comment Share on other sites More sharing options...
neil09 Posted May 24, 2007 Share Posted May 24, 2007 May be using wire parameters can help you out.... Link to comment Share on other sites More sharing options...
RyanSpaulding Posted May 24, 2007 Share Posted May 24, 2007 I'd measure the care tire completely, then measure your path, then have the tire rotate that amount of times. Should work conceptually...but I'm not on Max. Link to comment Share on other sites More sharing options...
Devin Johnston Posted May 24, 2007 Author Share Posted May 24, 2007 Thanks Ryan that's what I wound up doing, everything else was just to complex for me right now. Link to comment Share on other sites More sharing options...
pailhead Posted May 24, 2007 Share Posted May 24, 2007 There is a simple way to solve this with expressions. Create a clynder to serve as a dummy for the wheel and a box to serve as a dummy for the car. Add a list controler, and then add a bezier (or linear or whatever) and an expression controler to the wheel rotation axis. In that expression click on vector (or something like that, there is a list where you can define scalar and vector values) and find the box position value. Now the expression should go something like this, BoxPosition.x/radius (wheel). This will give you the value in radians which will make the wheel turn. It's been a while since i've done this, and it's actually been a while since i've done any math at all, i don't have 3dsmax right now so i can't test it but i will when i get back home. You can fool around with this though, you will probably make it work. Link to comment Share on other sites More sharing options...
neil09 Posted May 25, 2007 Share Posted May 25, 2007 Hey Dusan, I tried to follow your suggestion but cant understand fully. Can you explain in bit detail... Link to comment Share on other sites More sharing options...
Tommy L Posted May 25, 2007 Share Posted May 25, 2007 A rather sly work-around is to make the wheel spin slowlyBACKWARDS. Then it looks like the optical illusion you get when a wheel spins anyway. Doesnt work too well if the cars slows to a stop close to the camera though. Link to comment Share on other sites More sharing options...
pailhead Posted May 29, 2007 Share Posted May 29, 2007 It's simple, if you know what a radian is. Basically, if a car should move by a radius of it's wheel, the expression car.movement : wheel.radius would equal a radian. A radian is the default unit for rotation in max. It's just a matter of writing that expression, it should be really simple but i'll have to check how it goes. Link to comment Share on other sites More sharing options...
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