I’m attempting to rig a fairly complex type of locking pliers using Dynamic Connectors for the first time. I’m having mixed success.
After watching some of the tutorials and playing around with their project files I was able to successfully rig a slightly simplified version of the pliers. A distilled version of that project is in the zipped file link below (WorkingConnectors.c4d).
http://marshall-arts.net/Support/DynamicConnectors.zip
In this version I treated the two linkages that go from the top handle to the lower jaw as one locked piece. They are supposed to hinge at their connection point and straighten out when the pliers lock onto an object. Since most of the rig is working I could probably live with this version by not explicitly showing that locking feature.
That said, I wanted to make a completely accurate version of the rig, so I added a hinge between the front and back linkage (Not_Working_Connectors.c4d). Everything works from the top handle through the jaw when I run the animation. Things go wrong when I try to add the Moving Handle to the mix by connecting it with a hinge to the Front Linkage. When I run the animation the Back Linkage and Moving Handle immediately skew off of their pivot points, and everything goes out of alignment. If you deactivate the dynamics of the Moving Handle the simulation runs correctly. That would lead me to believe that I’ve done something wrong attaching the Moving Handle to the Front Linkage, but I don’t know what the problem is. Obviously.
I don’t have collisions enabled on any of the connectors.
Any thoughts as to what the problem is?
Also, I’m not married to this solution of using connectors. If there’s a way to do it using constraints I’d prefer that, but I didn’t think that was viable given all of the interconnected parts.
Thanks.
Shawn Marshall
Marshall Arts Motion Graphics