Help modelling joints

Help modelling joints

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Help modelling joints

Post by diggz2k »

What is the best way to model joints for units?
Best as in easiest to script and animate.

I don't think this will cut it.

Image
Last edited by diggz2k on 01 Oct 2006, 18:11, edited 1 time in total.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Experiment around with the bridge tool or start off with a cube and begin extruding and deforming. Might want to use the Put On command as well (you'll need to activate advanced menus from the options).
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

The method I use, for knee joint like things:

Make cube, scale cube on Y axis to 10% size, extrude a corresponding pair of long sides to whatever you feel is appropriate, then extrude the bottom half of those new faces. Then just make a 6-sided cylinder, put it in the middle of the shepe you've made so it is about 25% the height of the entire cube but stretches across the entire gap between the two extrusions. Duplicate it, scale it globally a certain positive amount, then scale it on the X axis so it it takes up about 80% of the space. Then merge the bottom three faces on the cylinder and extrude, voila a leg. Now you can dress things up a little bit, adding a bit of detail to make it look more mechanical and less like a deformed cube.

Just make sure you have your zero points set to a good location. (I don't think you can do that in wings, you have to do it in 3do builder or Max... both are P.I.T.A.)
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