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cinomadic

Rigging a Universal Joint

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Hello,

I'm trying to rig a Universal Joint in Cinema 4D based on some tutorials I found for Blender & Maya:

 

How to Rig a Universal Joint with Blender

How To : Rig a Universal Joint in Maya

 

For some reason, with my version, the Journal Cross is flipping. I think I have the axes correct with my Aim Constraint & Up Vector, but maybe not. Could it be because of an order of priority?

Universal_Joint_Woes.gif.5025e428dce3d1499f88af2889a959e9.gif

 

My scene file is attached. Thank you!

Universal_Joint.c4d

 

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This might be it, or it might not be...

 

joint.c4d

 

constraints confuse me somewhat

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  • That looks good to me: Thank you!

     

    So everything is parented to the inputShaft and the journalCross and outputShaft have upVectors only? I wonder why this solution (which I think works well) is so different from the Maya and Blender ones. Are Cinema 4D's Aim Constraints/UpVectors inherently different? Maybe the Aim/UpV combination is redundant, causing the flip?

     

    Thank you again, @jed!

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    TBH I just tinkered until it worked.

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  • Well thank you for doing that.

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    and you got a free python speed control ::):

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  • Hahahahahaha! I saw that! Did you get the idea from the expression in the Maya tutorial or was that on your own?

     

    Great work!

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    When it comes to things rotating at varying speeds eg helicopter blades, gear rigs etc, most people do it wrong. For fixed speed, just multiplying seconds for rot H or whatever is fine, but if you try and spin the chopper rotor down to stop by adjusting the multiply factor, it tends to go backwards -

     

    seconds * 0 = 0

     

    so the object goes backwards to its starting position.

     

    if you generate rotation by addition eg

     

    rotation = rotation at last frame + <small value>

     

    adjusting the <small value> varies the speed. In my python there's the shorthand

     

    rotation += speed

     

    which means add the RHS to the LHS to get a new LHS value. You can do a similar thing with align to spline speed.

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  • The master! Thanks, @jed!

     

    Have a good weekend.

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    @cinomadic - I had a go at making my own

     

     

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  • Man, you should publish this with a link to the scene file! No videos existed about Universal Joints for Cinema 4D (or I couldn't find any). I'm sure it would help the next person who searches for how to do this in Cinema.

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    I don't really understand constraints enough to make a tutorial about how to use them.

     

    In the video above I added an aim target for the input shaft and an aim constraint pointing the input shaft at it, then animated the input and output aim targets on splines, with a camera moving on a tilted circle. Here's the scene -

     

    joint 12.c4d

     

    re your earlier question about the guy in the video using more constraints - maybe he used a parent constraint, but I just physically parented it in the OM.

     

    edit - also the shaft speed is keyframed  smoothly between +/-

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