Addition of Bones/Rigging...

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Tessla
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Addition of Bones/Rigging...

Post by Tessla » Fri Aug 28, 2020 12:15 am

Hi Simlab.. I a long time ago, we asked for the addition of Bones/Rigging to be added to Mechanical parts. So the end child could be dragged, or parts of the hierarchy chain moved to position, where a keyframe is added and the time line tweens the animation. Do you think that this might be possible in the future..??

Tesselaar...

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SimLab
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Re: Addition of Bones/Rigging...

Post by SimLab » Fri Aug 28, 2020 1:08 pm

Sure, we can do that, though we find for our users it is easier to get models with sequences and to use them in the scene, or to create mixamo based models and use them in SimLab Composer.

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Tessla
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Re: Addition of Bones/Rigging...

Post by Tessla » Sat Aug 29, 2020 2:09 am

Hi.. Perhaps not quite understand us.. At the moment, to move a robot arm or a digger arm etc to a position is very hard. Since we can only do this using Simulation. Far easier to use the timeline, move the bucket or the robot hand, to a position, then add a keyframe. Keep doing this until a realist animation motion has been created.. A robot arm might need rotating at joints too, which can all be done if all the sections of the digger arm, or robot arm are connected via rigging/bones..

Do it all within Simlab Composer..

Tesselaar..

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SimLab
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Re: Addition of Bones/Rigging...

Post by SimLab » Tue Sep 01, 2020 11:17 am

Simulation makes it easy to create those kind of animations.

Usually those models will not be rigged.

Rigged models are usually for flex bodies not for rigid ones.

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