Component pivot point?
-
Is there a plugin that lets you set a pivot point in a component?
Like making joints in puppets.
In the image below, I'd like to be able to move the various parts of the leg around the joints. The thigh, calf and foot are different components. I know how to make extended rotation points, just wondering if such a jointing facility is available, Without delving into sketchyphysics.
Ideally, it would be very handy if you could just move the foot and the knee, hip and ankle moved as if jointed. I don't want to change geometry, just make the components relate to each other.
-
I don't know of a plugin to do this. I'm trying to think how you would define the location of the pivot point relative to the rest of the geometry. I don't know how you would get a plugin to make that determination. I've had reasons to pivot things but always just manually located the pivot point with a couple of crossing lines.
I'm sure you've thought of this but I'll mention it anyway. I would nest the foot and lower leg components together into a component and nest that nest with the upper leg component. Then to pivot at the hip joint you select the top level component and rotate it. To bend at the knee, open the top level component and select the lower leg nest. To pivot the foot, open the lower leg nest and rotate the foot.
-
Yeah Dave I have them like that, and I have made rigging points off screen. But it struck me there must be some way of giving each component a specific point without constructing a skeleton off to the side.
I just found JointSU, will see if that works.
Advertisement