I want to animate the opening and closing of this cardboard box. After selecting the lid’s points, set selection, moved the axis to the back edge (the hinge) I recorded the closed position (f1) and fully open (f250). The lid starts off in its natural state, shrinks in Y and then expands. Is this workflow totally wrong or am I missing something? Please help -:) Cheers/ Anders
What you have experienced, and I guess here, is the movement from one point position to the next, a straight line. It doesn’t matter how the points where moved; what matters is the information stored in the keys.
Since I consider guessing as a pretty nonprofessional behavior, I love to see a scene file, reduced to the problem typically. Images usually are not really at all helpful. Since we live in ransomware times, I use ONLY DropBox, Amazon, Adobe, Google, Wetransfer, or Apple as cloud service, with no abbreviated URLs. I can always set up an upload link if needed.
Of course, to attach a zipped file to the post is the easiest way.
Dr Sassi, Thanks for your quick reply yesterday evening. I have attached the file for your reference and if you find something else that could be helpful I would be grateful. I’ll start to look into Posemorph and Cluster Objects in the meantime. Yesterday was a very long day, trying to understand what I was doing wrong.
Thanks for the file, which changes my reply. It is not just a lid, it also has an extra wing on the end. This is a little bit more complex; however, it can be done with no problems.
I have attached two options that I think are the primary way to do this: PoseMorph and Joint based.
Note that the central part moves the little one, so there is a specific hierarchy for the PoseMorph that needs Poses, each with its own axis (the yellow one). For the Joint based rig, this requires a few joints; the main part has a joint, the lid has one, and the “wing” has another one.
Also, here, in this case, not in general, the joint set up seems to have the better set up, even it works similarly here.
With joints, we give points weight to be moved by one or more joints. With Cluster, we can connect point selection to objects.
Both have weighting options. (if an area is moved by more then one joint or Null.)
With Joints, we have a very functional toolset to manage all in one weight map. For Clusters, we need to set up a weight for each instance.
The tricky part in weighting is to have per point 100%, not more or less. Otherwise, the points would lag behind or run away, while others are moved correctly. With Joints Weights, we have a management tool for that.
Another method is based on the idea to separate the parts, while eventually extend some polygons where the “cut” is.
AS long as the hierarchy is well defined, the animation is quite simple. Also, here (as mentioned in post #1), each part’s object axis needs to be where the rotation point is, again, not the Rotate Tool axis. The beauty here is, it is easy to ‘read” in terms of set up; even after months, the animator is quickly back to work with it.
I’m so grateful for your help. I looked through all of the work you did to solve my problem. I only had some trouble with binding the bones to the geometry, but I blame that on ignorance, as it was the first time I attempted using this workflow. It was a completely different approach to my original idea and it works flawlessly as you can see in my attached file. I have never used this forum before, but I’ll be back if I run into problems in the future. What service you provide, even on a weekend.
FYI, the box is part of a larger scene where the viewer can look into the box. It’s bottomless and animations will pop up and reveal surprises.
At 8:54PM tonight I saved this file one more time. Granted I had some trouble, with the binding where I didn’t cmd-clicked the geometry, never figured out your selections tags and it took a while to get the colors not to bleed into each other. Please have a look at the result so far, when you have a chance: