Bone Rigging in C8P (8.1 Build 153) is it worth it?

Turk_WLFTurk_WLF Posts: 177
edited December 1969 in Carrara Discussion

I know this had been asked and answered before, but I'm wondering if it is worth the trouble trying to rigged a bone structure in C8P.
I'm trying to model a modern Ambulance Cot, I need the lifting apparatus to be fixed on 3 ends of the arms that telescope and folds plus the 4 independence casters. There is also frame for the cot itself is hinged in multiple places. I'm thinking the rigging the objects might be the best way to go.

I'm wondering if it is possible to rigged separate objects into single model?

Below are links to the a picture the cot and the Manufacturer's website...
Picture....

http://d1hbru03z3491h.cloudfront.net/includes/files/assets/images/medium/1323633384_Performance-ProXT_700.jpg

Website....
http://ems.stryker.com/products/ambulance-cots/power-pro-xt

Thanks,

Comments

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    You can still set constraints without an actual rig. Move the hot point to where you want it to hinge, and then go to the motion tab to set constraints. You should also have a choice of constraints such a ball joint, ramrod (or something) etc. Using constraints in this manner might be preferable to attaching bones because the mesh won't be distorted.

    As to the question about attaching multiple objects to the same rig, yes you can as long as they're grouped. The problem is that you only see the mesh of the object you're weight painting, so if you have multiple objects and many bones it's hard to get the influences right. I think I've read that if you open an object in the vertex modeler you can select it, copy it and paste it into another vertex modeler where it can be combined with other vertex model parts, allowing you to have a single mesh.

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