December 21, 2024, 17:53:53

Author Topic: Problems with 'hinge' joints  (Read 13383 times)

Offline The Old Dragon

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Problems with 'hinge' joints
« on: June 19, 2013, 23:14:02 »
Hi Folks,

Wondering if someone more versed in lightwave can help me out with a problem.

I'm trying to create an animation for a cargo bay door which uses a four part door. Unfortunately, if I just move the doors to the open position then when the animation plays, the door sections 'drift' apart while moving and then come back together again at the end - doesn't look too good.

My next thought was to use bones and rig the model up to create the animation - works perfect in lightwave. Problem is when it comes to converting the model, the converter sees the bones and throws up  a 'bad or circular parenting' error.

Can anyone think of another way to achieve the effect that I'm after?
Better to look the fool by asking, then prove them right with ignorance.

Offline GeoModder

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Re: Problems with 'hinge' joints
« Reply #1 on: June 22, 2013, 18:07:35 »
Looks like the same issue Kendo had with his "ecohaven".

Have you studied the Shukenja base model? The hangar uses multiple 'pie-shaped' hatch parts.
There's also the "Vaszon" mesh which uses several "hinches" to open.

Offline The Old Dragon

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Re: Problems with 'hinge' joints
« Reply #2 on: June 22, 2013, 20:19:47 »
Hi Geo,

Not sure if that'd be possible. Arparso's converter only works on .lwo files, not the .lws files where the animations are done.  Only other way would be the plug in for Milkshape3D, not sure if that'd produce .lwo or .lws files. Problem being that I've never got it to work  (properly, that is. Once got it to return .lwo files but without any textures or parameters).

What is this "Vaszon" mesh or where could I find it?
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Offline GeoModder

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Re: Problems with 'hinge' joints
« Reply #3 on: June 22, 2013, 22:59:25 »
Hi as well.  :)

The Vaszon file can be found in the Meshes/Earth/Main folder. I'd be surprised if you never saw it. It's a locked hatch flanked by asteroids and has an animation to open the hatch. I assume it was originally meant to show the credits.
Also, the Izolator mesh in the same folder (the probe with the solar panels) uses hinches to open its panels.

So, you own Lightwave? As far as my research went, it's pretty expensive to buy...

Offline The Old Dragon

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Re: Problems with 'hinge' joints
« Reply #4 on: June 23, 2013, 20:14:16 »
A-ha victory!! Problem solved  ;D

Rather than using bones to control the movement (which the Nexus converter doesn't like, apparently). I used null objects instead which is fine. After that it was just a case of setting up parent/child relations between the doors and null objects - lightwave can be an awkward critter sometimes   ::)

Thanks for pointing out that mesh, Geo. Although I can't reverse engineer it, it did get me thinking.

As for lightwave itself, yeah, it's quite far from reasonably priced I'm afraid. The latest version (11.5 I think) is something like $1400 USD.  ouch  :o
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Offline GeoModder

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Re: Problems with 'hinge' joints
« Reply #5 on: June 24, 2013, 16:25:39 »
Do you take "adjustion" requests, or have thought of relinking textures on existent meshes?
For instance, the Stiletto class mesh with other texture names linked to the company logo's?

Offline The Old Dragon

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Re: Problems with 'hinge' joints
« Reply #6 on: June 24, 2013, 19:55:32 »
Hmmm, if you've got something in mind Geo, drop me a pm or email with the details and we can talk it over, by all means.  Modifying an existing ship may be a fairly complicated job though... :-\

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Offline GeoModder

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Re: Problems with 'hinge' joints
« Reply #7 on: June 25, 2013, 19:14:49 »
Okay. Though for the next month or so I'll be busy vacationing .  ;)

Offline The Old Dragon

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Re: Problems with 'hinge' joints
« Reply #8 on: June 25, 2013, 20:39:49 »
No probs, enjoy your holidays  ;D
Better to look the fool by asking, then prove them right with ignorance.