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[Closed] maxScript – procedural Spider

Hi folks

 I´m working on some scripts to animate spiders procedurally. Its an early beta and still has some bugs,  but I´ll improve it :) 
 
 Well, here goes the first tests.
[YouTube Link]( http://www.youtube.com/watch?v=Ejr92D_C67g) 

I´ll update it soon

18 Replies

great job man
I tried to create an automated rig once, here is my results:
http://forums.cgsociety.org/showthread.php?f=54&t=520935&highlight=auto+spider
But your spider looks much cooler!
Is it working on realtime or precalculated (baked animation) ?

 AJ1

Very cool!

Have you seen Andy Murdoch’s spider?

http://www.lotsofrobots.com/Web3/Tutorials/SpiderTutorial/Index.htm

I don’t know if you’re using the same method but if you haven’t seen it you should definitely check it out.

That’s pretty impressive, Fabio. I’m wondering how you are achieving this. Could you explain a little more?

 PEN

Very nice, I would love to hear more as well. I did a real time spider like this in Max 2 using only the expression controller. Not as good as yours as it didn’t handle going around corners well, the feet would slide. So just how are you calculating the foot on this?

love it, great work!

 eek

I started jotting ideas in my notebook last night – its bug thats become an itch!

Hi folks, sorry for the late reply, and thanks for your posts

My first idea was to make the spider realtime like the car rig I did some time ago:
[YouTube - maxScript Car Rig]( http://www.youtube.com/watch?v=T9f-3hKA2kk) 

But, the logic for the spider is pretty different , so I still have no idea how to do it realtime :)

The Script just create keys for the spider legs based on the movement of the master Helper, so, it “samples” the travel direction from time to time and move the legs on the same vector.

[img] http://usuarios.cmg.com.br/%7Ehp-mussarlz/SpiderRig.jpg [/img]

All the legs are independent , so, sometimes I´m having some issues, like all the legs on the same side rising togheter.....:argh:.......... 

But, as the script just create keys, the animator can adjust manually some “unpleasant” moves

I´m using some vector maths for the legs and intersectRays to adjust the helpers at the ground

I´ll post a simplified version as an example soon :)

Thanks

Great! Really loved it. Wonder also if it could be realtime?
I tried to rig one with expression controllers and wiring, but it didnt get much satisfying.

Paul, you mentioned you rigged a real time one with expression controllers, can you explain it further?

Nice, man! I would like to hear a bit more about how your are computing foot steps etc., too.

– MartinB

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