You are mentioning an easier solution with IK...I'm fighting with this concept since a couple of days without results : do you have a video tutorial to explain how to rig this with IK ?
Again, thanks very much for this "math animation" tutorial that is very well done !!!
@streincorp thanks for the reply. i still can't figure out how to get it to B to Rod? so i need to work on the expression to get them to attach?were do you even start to learn how to write expressions?
first off great video really helps. so i think i did everything the way you did but im haveing trouble like SundewAU is haveing point B is not attached to rod? My math is realy bad so not sure what you ment in his reply?
Is there a way to maybe link Point B to a fourth point, lets say Point A2, that is fixed to the top of the rod? I've tried a couple of thinks but so far unsuccessful...
Wow, thanks for that tutorial! I finally got a working piston engine!
Only one problem now, I'm trying to build a VR engine in which the cylinder-axis's are moved away from the middle of the crank to avoid the pistons intersecting at BDC. But if I move Point B and the Piston itself up or down (with the engine lying on its side), the distance between Point A and B obviously grows larger than the rod's length and Point B starts to lag behind the crank's rotation and the rod's movement.
@streincorp I've tried that, but it completely messes up the animation. The rod and subsequently the piston are all over the place. In most cases with common stroke- and rod lengths the amplitude of the equation becomes too big and gets chopped off at 0 so the piston actually moves into the crankshaft.
Great tut !!!
You are mentioning an easier solution with IK...I'm fighting with this concept since a couple of days without results : do you have a video tutorial to explain how to rig this with IK ?
Again, thanks very much for this "math animation" tutorial that is very well done !!!
JoeLaFrite007 1 year ago
very nice video... very nice video indeed.
presbarkeep 1 year ago
This has been flagged as spam show
I have a 2010 max file of this for download on my site
lukepettit-3d(dot)blogspot(dot)com
lucpet 1 year ago
@streincorp thanks for the reply. i still can't figure out how to get it to B to Rod? so i need to work on the expression to get them to attach?were do you even start to learn how to write expressions?
crazyarranz 1 year ago
@crazyarranz u mean expressions on 3ds? …self taught. But also the 3ds's help > user reference is more useful (I still use the old 3ds 7)
streincorp 1 year ago
@streincorp you madam, are awesome.
Discipol 2 months ago
first off great video really helps. so i think i did everything the way you did but im haveing trouble like SundewAU is haveing point B is not attached to rod? My math is realy bad so not sure what you ment in his reply?
crazyarranz 1 year ago
@crazyarranz physically B is attached to the rod but virtually is linked to the chassis, then its movement is ruled by the expression.
Now I'm working on a way to allow B to move up or down the x axis
streincorp 1 year ago
Is there a way to maybe link Point B to a fourth point, lets say Point A2, that is fixed to the top of the rod? I've tried a couple of thinks but so far unsuccessful...
SundewAU 1 year ago
Wow, thanks for that tutorial! I finally got a working piston engine!
Only one problem now, I'm trying to build a VR engine in which the cylinder-axis's are moved away from the middle of the crank to avoid the pistons intersecting at BDC. But if I move Point B and the Piston itself up or down (with the engine lying on its side), the distance between Point A and B obviously grows larger than the rod's length and Point B starts to lag behind the crank's rotation and the rod's movement.
SundewAU 1 year ago
@SundewAU referring to the scheme at 4:05
if u want to move point B up u need to edit the equation:
put (r*cosφ + z)^2 instead (r*cosφ)^2 under the SQRT, where z is the new position of B (normally is z=0).
Put directly the value of z in inches not the variable to avoid errors.
IMPORTANT: first edit the equation then move B to fix the system.
streincorp 1 year ago
@streincorp I've tried that, but it completely messes up the animation. The rod and subsequently the piston are all over the place. In most cases with common stroke- and rod lengths the amplitude of the equation becomes too big and gets chopped off at 0 so the piston actually moves into the crankshaft.
SundewAU 1 year ago
Comment removed
lucpet 1 year ago
I'm sorry, put "-z" if u want to move the piston up
streincorp 1 year ago
Then they say that Maths is useless, lol.
V4FF4NCUL0 1 year ago
wow!! incredible tutorial!! thanks so much!! grazie mille!!!
emilioenigma 2 years ago
Thanks a lot for the post, it's just what I need!!
MasterBolitz 2 years ago
defenetly the best video i have seen in Youtube, even though I got lost in the first 15 secs.
XXena93 2 years ago
is your problem with math or 3d studio? :)
or isn't my vid so clear?
streincorp 2 years ago
its hard, lol
my dream is to become a car engineer and i dont get the 3d stuff yet :p
XXena93 2 years ago
MY HEAD HURTS.OW!
ECUABORI1 2 years ago
thanks for your tutorial ...!
scientificboysclub 2 years ago
I never thought that 3d max allows math equations ..
WOW .. it's awesome !
scientificboysclub 2 years ago
you are mechanical engineer student right ?
even that math is looking advanced LOL...
scientificboysclub 2 years ago
Man ?? how did you learn that advanced stuff in max ?
scientificboysclub 2 years ago
like a child with a game: no one tell him how to play.
To learn 3ds stuff, follow curiosity and fun!
math rules over mechanics XD
streincorp 2 years ago
well I know this ..
same words were said by some someone ....
I am doing the same .. ha ha ha ..
scientificboysclub 2 years ago