@ Skyskydereign wrote:...do you think you could create a universal elevator? One that can go along several different angled paths (at least the 45 degree directions). That way we could use one graphic for many different elevator positions...
There would have to be a separate animation for each direction so if there are a lot of directions it could get heavy on the animation side. Any idea what the ideal amount of directions you'd prefer?
Heres a concept that would allow an elevator to travel along a shaft at any angle. Think of two gears bound to a circular guide that can be fixed into any arbitary orientation and adjusted for shafts at different angles. 0 degree would allow horizontal, 90 degree vertical and the others at all those imbetween these ( additional ones by flipping these). See below:-
Below is a simple model based on above. Of course there's loads of work to do on it. I like the fact that it would be smaller and simpler than the current demo version.
Let me know what you think.
@ JagmasterHey, thanks for that tip on perspective / Ortho really useful (I've been using the Numpad to toggle between ortho/perspective but its not the same as yours = better).
Jagmaster wrote:...I wish i knew how to synchronize those gears so nicely like that.
I imagine it's a rather tedious process...
It was tedious to have to centre the cursor on each gear because can't find the hot key short-cut for centering cursor to object so that I can rotate it locally. I suppose there's probably an easy way around this.
For the actual gears its just a bit of maths. The trick I've used is to rotate through just 1 gear tooth rather than a full 360 degree rotation of whole gear. As long as there are no spokes in your gear this method will create an animated illusion of a full gear revolution.
Example: for a 12 toothed gear which will have 12 gaps between each teeth there are 24 angled sections. So 360/24 = 15 degrees. So a rotation (y -axis) of gear by 15 degrees will shift through 1 teeth. However, if I want to do this in 8 frames than rotation step for each frame would have to be 15 / 8 = 1.875 degrees per frame. So general formula for degree shift per frame for any gear is:
360 / (Number of teeth * Number of Frames * 2) Here's the steps I'd follow from here:
1. Set animation start frame to 1 and End frame to 8
2. Advance to appropriate frame in sequence (starting at 1)
3. Ensure cursor centred on gear & gear selected.
4. Do rotation step for current frame: < r > < y > < 1.875 >
5. Insert Keyframe for rotation/location : < i > < LocRot >
6. repeat steps 2 to 5 until end of animation (from frames 1 to 8 in all).
I can just preview it all with animation playback thing when done. Also noticed that on the Outliner window you can click on the camera icon to toggle whether you want a particular object to render in the animation (I did this for the shaft so that it would only render elevator parts)
Jagmaster wrote:...You may need to bevel the edges of the gears to make them less flat looking...
I'm not confident with using bevelling yet. It's partly due to not knowing how to create a good mesh for all those irregular bits (the non-gear components of elevator). Steep learning curve. (Oh. I think the mistake I make is not selecting an edges when bevelling, doing it with faces messes up bevel...I think?)
Jagmaster wrote:Regarding textures: I'm still trying to figure out a good style without much luck. Next, I might just try sketching over the texture to give a more scribbly effect perhaps. Any suggestions are welcome.
Textures, haven't really played about with the settings but you could try using more than 1 texture for the material in the texture tab on the properties panel. tweak generated texture settings (Voronoi and all those with filtering options, blend, difference, ect...). Nodes (Node Editor Window) are powerful but got to get my head around how to use them.
in GIMP I've found creaing several plasma layers that can be colorised or greyed and applied on image with various filters can create worn down look or more rusted metal effect or grained/brushed effect.
Once again thanks Jag and feel free to alter that model if you want.