How do you rotate one object around another while...
having that object rotate itself?
So one rotation would happen around the objects pivot point...say a cog wheel rotating 360 degrees looped. Now have that same cog wheel attached to a big swing arm that is also rotating.
Is this possible through animation alone, or are physics needed?
I know how to move an object up and down, while rotating...just not how to have a rotating object orbiting something.
Thanks in advance.
Hi, how bout extend the swinging arms pivot to match the center of the wheel, then have the wheel follow that pivots xyz axis. Hope this helps!
Edit: use a dummy not the pivot since the pivot needs to be at the bottom for the arm to rotate.![]()
You like the moon goes in an orbit around the earth and the earth goes in an orbit around the sun?
I guess you mean this so, the easiest way would be adding a glue pivot, and that pivot will be the center of the rotation. Just add local OPE yaw rotation and global XYZ positioning the object (not glue).
//I've wrote this very shortly, if this isn't enough, then tell me//
Specifically, how would you do this?
I tried gluing a dummy object, changing the pivot, etc...but the axis is based on the pivot of the object. If I try adding another ope to the object...there doesn't seem to be a way to specify around what...to pivot...other than the one already set up.
So, object is spinning, while orbiting...same object.
It may already be noted, but it didn't pan out for me.
The wheel needs a centered pivot so just get a glue and select the wheel. The arm also needs a pivot ,so glue a dummy to it and place the pivot at the bottom and the dummy where you want the wheels pivot to be.
1 Ope uncheck local, xyz go to a vector Object info, now connect either yaw pitch or bank to a datasource then select object is the dummy. Now get another Ope for your arm to rotate using basic local rotation.
Voila! This method basically is animation following animation. Goodluck Vegas!![]()
I think I understand this explanation.
1. Wheel to ope, set whichever rotation speed.
2. Glue dummy to arm, select pivot, place at the base.
3. Lock in x,y,z to dummy position.
For 3, I'm creating a new ope? Or linking the ope from #1?
Thanks for helping.
for 3 it doesn't matter what ope you link, has to be a different one if you want different speeds or something else
Yes, use a seperate ope just for the yaw or which ever one spins in the axis your looking for.Originally Posted by Croatch
Use the same interval trigger, just select filters from the ope targeted by the interval to the other ope.
Remember you also need a datasource for the other Ope.
Always glad to help with what i can.![]()
Looks like I have it working. It's locking the coordinates to the dummy object that is at the end of the moving part...basically.
One problem: When the blade/wheel is following the dummy object (which is swaying back and forth), if I use anything other than "linear"...so sine, ease in, etc...the wheel tends to lag behind the animation.
Any way to fix that?
Hope I was clear.
Thanks to all in thread for lending a hand.
Anyone know why the object that is following the dummy object in the 1st animation moving slightly? It trails behind the dummy object very slightly...almost carrying the momentum side to side.
So, the circular object is spinning and following the local, which are linked to the dummy object. The circular object is still spinning properly and following the dummy object properly...BUT it trails behind, the catches up, the trails, then catches up. It's a small amount, but noticeable.