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    <title>topic Position of bones and IK solvers for 4bar system in 3ds Max Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9735754#M2647</link>
    <description>&lt;P&gt;Hi guys,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I am a mechnical student, and I was always using Solidworks to do mechinical modeling and simulation. This time I need to use 3ds max to achieve some compliant modeling, but I am totally new for this. The version of 3ds max is 2020. I tried to import the whole assembly file from solidworks to 3ds, but I realized that it lost all the mates I did, and the whole structure became rigid. Then I import the file piece by piece, and tried to build bones and IK solvers like others did, but I am coonfused about the positions of them..&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The question I have right now are:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;1. Is it ok if I imported directly the solidworks file to make a animation in 3ds max? &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;2. Where should I add bones and IK solvers in this 4-bar linkage system?&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="3d-arms.png" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816641iD792E0CE4669C092/image-size/medium?v=v2&amp;amp;px=400" role="button" title="3d-arms.png" alt="3d-arms.png" /&gt;&lt;/span&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;P&gt;This structure is aimed to be move like this:&amp;nbsp;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="4-bar-linkages.gif" style="width: 286px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816645iEAF060623E907387/image-size/large?v=v2&amp;amp;px=999" role="button" title="4-bar-linkages.gif" alt="4-bar-linkages.gif" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;And Here is my max. file. I basically just finished importing the files, and place them correctly.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Any help will be sincerely appreciately!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Best,&lt;/P&gt;&lt;P&gt;Jacky&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Tue, 08 Sep 2020 17:36:54 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2020-09-08T17:36:54Z</dc:date>
    <item>
      <title>Position of bones and IK solvers for 4bar system</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9735754#M2647</link>
      <description>&lt;P&gt;Hi guys,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I am a mechnical student, and I was always using Solidworks to do mechinical modeling and simulation. This time I need to use 3ds max to achieve some compliant modeling, but I am totally new for this. The version of 3ds max is 2020. I tried to import the whole assembly file from solidworks to 3ds, but I realized that it lost all the mates I did, and the whole structure became rigid. Then I import the file piece by piece, and tried to build bones and IK solvers like others did, but I am coonfused about the positions of them..&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The question I have right now are:&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;1. Is it ok if I imported directly the solidworks file to make a animation in 3ds max? &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;2. Where should I add bones and IK solvers in this 4-bar linkage system?&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="3d-arms.png" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816641iD792E0CE4669C092/image-size/medium?v=v2&amp;amp;px=400" role="button" title="3d-arms.png" alt="3d-arms.png" /&gt;&lt;/span&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;DIV class="mceNonEditable lia-copypaste-placeholder"&gt;&amp;nbsp;&lt;/DIV&gt;&lt;P&gt;This structure is aimed to be move like this:&amp;nbsp;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="4-bar-linkages.gif" style="width: 286px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816645iEAF060623E907387/image-size/large?v=v2&amp;amp;px=999" role="button" title="4-bar-linkages.gif" alt="4-bar-linkages.gif" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;And Here is my max. file. I basically just finished importing the files, and place them correctly.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Any help will be sincerely appreciately!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Best,&lt;/P&gt;&lt;P&gt;Jacky&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 08 Sep 2020 17:36:54 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9735754#M2647</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2020-09-08T17:36:54Z</dc:date>
    </item>
    <item>
      <title>Re: Position of bones and IK solvers for 4bar system</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9735969#M2648</link>
      <description>&lt;P&gt;I took a quick look at your model.&amp;nbsp; A few comments,&lt;/P&gt;&lt;OL&gt;&lt;LI&gt;Label your geometry in a concise logical scheme.&amp;nbsp; E.g., link1, link2,... fish1, fist2,...&amp;nbsp;&lt;/LI&gt;&lt;LI&gt;Make sure all the pivots have a z coordinate of 0.0.&amp;nbsp; IK solvers work on a 2D plane and you want to make sure the plane is the XY, z = 0 for this rig.&lt;/LI&gt;&lt;LI&gt;Ungroup and unlink everything.&lt;/LI&gt;&lt;LI&gt;Reset the transform for all geometry.&lt;/LI&gt;&lt;LI&gt;Place the pivots in a logical position for each of the links that define you basic 4-bar linkage. In the figure below I've noted the position of the pivots for the 3 links that compose the 4-bar linkage (the 4th link is ground, your red link, which does not move).&lt;BR /&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="image.png" style="width: 600px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816682i01772B9D5574FB10/image-size/large?v=v2&amp;amp;px=999" role="button" title="image.png" alt="image.png" /&gt;&lt;/span&gt;&lt;/LI&gt;&lt;LI&gt;&amp;nbsp;I usually find it best to not have two links straight inline when creating the IK solver so rotate the links a bit to start.&lt;/LI&gt;&lt;LI&gt;Link a dummy to link 2 then add the HI IK Solver from 1 to the dummy.&lt;/LI&gt;&lt;LI&gt;Link the goal of the IK SOlver to link 3.&lt;/LI&gt;&lt;LI&gt;Since your geometry is relatively small (most dimensions are less than 1) you should decrease the value of the thresholds position tolerance accordingly.&amp;nbsp; Tjis is the value the numerical solver uses to determine when it has reached an acceptable solution.&amp;nbsp; I found 0.001 gave smooth interactive results.&lt;BR /&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="image.png" style="width: 855px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/816686i7F596180A78456D3/image-size/large?v=v2&amp;amp;px=999" role="button" title="image.png" alt="image.png" /&gt;&lt;/span&gt;&lt;/LI&gt;&lt;LI&gt;Get one 4-bar "cell" working well then you can clone it and reposition it for the other cells.&lt;/LI&gt;&lt;LI&gt;When the chain is complete I think you can add another HI IK Solver from the base link of the first 4-bar to the ed link of the last 4-bar.&lt;/LI&gt;&lt;/OL&gt;&lt;P&gt;Good luck!&lt;/P&gt;</description>
      <pubDate>Tue, 08 Sep 2020 19:10:09 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9735969#M2648</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2020-09-08T19:10:09Z</dc:date>
    </item>
    <item>
      <title>Re: Position of bones and IK solvers for 4bar system</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9736065#M2649</link>
      <description>&lt;P&gt;Hi Lee,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks for these helpful advice! I appreciate so much that you can check my file and guide me in details!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'll try to fix all you said, and I will get back to you. Thank you!&lt;/P&gt;</description>
      <pubDate>Tue, 08 Sep 2020 19:49:51 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/position-of-bones-and-ik-solvers-for-4bar-system/m-p/9736065#M2649</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2020-09-08T19:49:51Z</dc:date>
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