1 Maya Tutorial Making a Blizzard 4/4 Fri Sep 24, 2010 2:07 am
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NO.1: http://eng.inbforum.com/maya-f18/maya-tutorial-making-a-blizzard-1-4-t781.htm
NO.2: http://eng.inbforum.com/maya-f18/maya-tutorial-making-a-blizzard-2-4-t782.htm
NO.3: http://eng.inbforum.com/maya-f18/maya-tutorial-making-a-blizzard-3-4-t783.htm
Aim control was created using a locator and two aim constraints.
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To create that, select locator and turret. Go to constrain/Aim option box.
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For aim vector choose axis for orientation of the turret. Up vector is the vector that defines what is up for turret. For axes choose only Y, so turret will rotate only around itself.
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Then select locator and tube, and go to aim constrain options. Choose only X axis. Z axis doesn’t need to be oriented since tube never rotates around itself.
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I didn’t parent the turret to the base, instead I’m going to use parent constraint. Select base and turret and go to constrain/Parent option box. For rotation options axes choose X and Z since Y is controlled by aim constraint. In this way base and turret are still separated in outliner making it easier to select.
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Now, If you move the base, the turret will still aim to locator.
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For treads don’t use parenting either. If you try to move AS_treadsGrp, everything will blow apart. If you want to move or rotate treads, just move locator. So, select base, then locator and use parent constraint with all axes checked.
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Now, treads will stick to the tank. Group all parts of the tank you are never going to move and lock their transformation or put them in a layer and lock that layer.
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For treads, I used AS_treads_Creation.
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I made model using a reference photo. (photo reference)
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When I applied it, it was flipped, so I flipped its vertices.
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NO.2: http://eng.inbforum.com/maya-f18/maya-tutorial-making-a-blizzard-2-4-t782.htm
NO.3: http://eng.inbforum.com/maya-f18/maya-tutorial-making-a-blizzard-3-4-t783.htm
Aim control was created using a locator and two aim constraints.
[You must be registered and logged in to see this image.]
To create that, select locator and turret. Go to constrain/Aim option box.
[You must be registered and logged in to see this image.]
For aim vector choose axis for orientation of the turret. Up vector is the vector that defines what is up for turret. For axes choose only Y, so turret will rotate only around itself.
[You must be registered and logged in to see this image.]
Then select locator and tube, and go to aim constrain options. Choose only X axis. Z axis doesn’t need to be oriented since tube never rotates around itself.
[You must be registered and logged in to see this image.]
I didn’t parent the turret to the base, instead I’m going to use parent constraint. Select base and turret and go to constrain/Parent option box. For rotation options axes choose X and Z since Y is controlled by aim constraint. In this way base and turret are still separated in outliner making it easier to select.
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
Now, If you move the base, the turret will still aim to locator.
[You must be registered and logged in to see this image.]
For treads don’t use parenting either. If you try to move AS_treadsGrp, everything will blow apart. If you want to move or rotate treads, just move locator. So, select base, then locator and use parent constraint with all axes checked.
[You must be registered and logged in to see this image.]
Now, treads will stick to the tank. Group all parts of the tank you are never going to move and lock their transformation or put them in a layer and lock that layer.
[You must be registered and logged in to see this image.]
For treads, I used AS_treads_Creation.
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
I made model using a reference photo. (photo reference)
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
When I applied it, it was flipped, so I flipped its vertices.
[You must be registered and logged in to see this image.]</SPAN>]