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Design Realization lecture 8 John Canny 9/18/03
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Preamble Handouts include the Maya bible chapters on skeletons and IK. First assignment models are due on the swiki today. New Dell PCs arrived so there will be more machines running Maya unlimited.
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Last Time Kinematics – skeletons and joint hierarchies. Local coordinate systems. Inverse kinematics.
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This time – kinematics & constraints Lets start with the joint-creating tool: (Animation) →Skeleton → Joint tool Use default settings Draw each joint (front view usually). Adjust “joint” transforms so all moving axes are Z axes. Recall that X displacement should give link length.
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Binding skin Actually very easy. Select the skin to be bound, and the top link of the joint hierarchy to bind it to. Then select Skin → Bind skin And choose either rigid or smooth bind.
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IK and constraints IK allows us to position a given joint. To control other attributes, we use constraints. E.g. we can create a handle which is used as a constraint for both position and orientation.
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Handles The goal is to use IK, constraints and attributes to create full control “handle” for the object. example
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Dynamics Dynamics deals with physical properties of objects: Mass, moments. Stiffness and damping (restitution). Friction (static and dynamic). Movement is governed by: Newton’s laws (free movement). Coulomb’s laws (friction). Restitution models (many).
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Dynamics Dynamics deals with physical properties of objects: Mass, moments. Stiffness and damping (restitution). Friction (static and dynamic). Movement is governed by: Newton’s laws (free movement). Coulomb’s laws (friction). Restitution models (many).
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Dynamics Note: free bodies don’t simply spin. Newton’s laws imply a more complicated motion… Rolling and sliding objects have strange behavior: movies. Impulse = Fdt
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Wrapup Chair designs due on Swiki today. Who still needs the 2 nd round of CD data? Make sure you have a copy of assignment 2.
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