T O P

I have been chasing how to rig/animate a piston for so long and I have finally figured it out!

I have been chasing how to rig/animate a piston for so long and I have finally figured it out!

' + '
' + '
' + '
' + '
' + '
' + '
' + '
' + '

Oskito333nr2

Teach me xD


greenlantern0201

I would say there’s an empty on the crankshaft where the rod connects to it that is parented to the crankshaft, so it follows it’s rotation. The piston arm has a stretch to modifier to the empty, and a copy location (only z axis) to the piston head. And the piston head and crankshaft have the same sine equation with half a frequency of delay. This sine wave affects the rotation of the crankshaft, and the z axis of the piston head. This just from the top of my head, I would have to try it to have a guaranteed way to do it.


Mr_YUP

nope no stretch modifier. There is a bunch of constraints on different elements though. I can try to make a tutorial later though


rupperrupp

Wow that’s amazing


-timenotspace-

Dude yes the “simple” things like this are the key, techniques and fundamentals that you can master and scale up


IQueryVisiC

So are they simple now? Last time I checked neither rigging nor constraints could do this. Physics was needed for kinematic


Mr_YUP

No it was rigging and constraints. No physics active here


IQueryVisiC

so it got better. The last time I looked this up there was no way to combine rigs and constraints I think. Constraints could not do the linkage and rigging could not do the sliding. Nice to see features in Blender now work together.


Gurre_

I don't know if it's just me but it looks like the end och the end of the shaft is moving in opposite direction to the crankshaft.


Mr_YUP

Yea I noticed that after I uploaded. It’s easy enough to fix.