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    <title>topic Re: Strandbeest linkage help in 3ds Max Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/12292985#M2874</link>
    <description>&lt;P&gt;Can you post the build position? Everytime I see a scene like this the angles are all weird and impossible to understand the original crank position if the other parts are verticle&lt;/P&gt;&lt;P&gt;Also, having issues figuring it out. Maybe post the finished fiel for disection?&lt;/P&gt;</description>
    <pubDate>Mon, 09 Oct 2023 04:12:53 GMT</pubDate>
    <dc:creator>vgernhardt</dc:creator>
    <dc:date>2023-10-09T04:12:53Z</dc:date>
    <item>
      <title>Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568063#M2869</link>
      <description>&lt;P&gt;I'm trying to wrap my head around the mechanical rigging for Theo Jansen's Strandbeest.&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;A href="https://www.youtube.com/watch?v=NM4q-f68TlY" target="_blank" rel="noopener"&gt;https://www.youtube.com/watch?v=NM4q-f68TlY&lt;/A&gt;&lt;/P&gt;&lt;P&gt;I'm able to do a simple 4 bar linkage, but having it connect to the triangle that only rotates is stumping me.&amp;nbsp; &amp;nbsp; If anyone has tips to point me in the right direction, i'd appreciate it.&amp;nbsp; &amp;nbsp;In my screenshot, the light blue and orange triangles are fixed sizes, the red bar is the crank that drives the whole thing.&amp;nbsp; I had it partially working with bones and an IK solver connecting up top to the blue triangle, but couldn't figure out the rest.&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="strandbeest.PNG" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781410i63152322FA913A9A/image-size/medium?v=v2&amp;amp;px=400" role="button" title="strandbeest.PNG" alt="strandbeest.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt; &lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks!&lt;/P&gt;</description>
      <pubDate>Mon, 08 Jun 2020 22:39:13 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568063#M2869</guid>
      <dc:creator>tauber42</dc:creator>
      <dc:date>2020-06-08T22:39:13Z</dc:date>
    </item>
    <item>
      <title>Re: Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568248#M2870</link>
      <description>&lt;P&gt;The mechanism can be viewed as three 4-bar linkage that share some links.&amp;nbsp; If we label the line in red and the joint in green we have the following:&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="image.png" style="width: 612px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781453iE4F1B08C7C14A7BA/image-size/large?v=v2&amp;amp;px=999" role="button" title="image.png" alt="image.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;Note that we have 8 links and 10 joints.&amp;nbsp; As noted by Grubler's equation, we have:&lt;/P&gt;&lt;P&gt;3 * (# of links -1) - 2 * (# of joints) = degrees of freedom.&lt;/P&gt;&lt;P&gt;or&lt;/P&gt;&lt;P&gt;3 * (8-1) - 2 * 10 = 1 degree of freedom (what we would expect).&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;We can consider link 1 to be the ground and link 2 the crank.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The pivot for link 2 should be at joint 1.&lt;/P&gt;&lt;P&gt;The pivot for link 3 should be at joint 4.&lt;/P&gt;&lt;P&gt;The pivot for link 4 should be at joint 6&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Create a dummy at joint 2 (the same location as joint 3 the end of the crank). Link the dummy to link 3 then add an HI IK solver from link 4 to the dummy.&amp;nbsp; Link the IK solver goal to the crank.&amp;nbsp; YOu now have one of the 4-bar linkages.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The next 4-bar linkage is composed of links 1,2,8, and 6.&amp;nbsp; &amp;nbsp;Use a similar process.&lt;/P&gt;&lt;P&gt;Finally use links 4, 5 , 7, and 6 to define the third 4-bar linkage.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Be sure to think about the locations of the pivots for each of your links.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Post what you have if you get stuck.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 09 Jun 2020 02:04:40 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568248#M2870</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2020-06-09T02:04:40Z</dc:date>
    </item>
    <item>
      <title>Re: Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568429#M2871</link>
      <description>&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Walking2.gif" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781491iAB3D3C0DC4CEA978/image-size/medium?v=v2&amp;amp;px=400" role="button" title="Walking2.gif" alt="Walking2.gif" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;I was able to figure it out with a slight different technique but your help getting the pivots into the right spot was instrumental, thank you.&amp;nbsp; i'll post my process in a bit.&amp;nbsp;&amp;nbsp; Basically there are bones connecting point 2 to 4 with IK HI solver.&amp;nbsp; Bones connect 2.9.6 with IK solver.&amp;nbsp; and then Bones from 9,8,5 (which is a child of the 2-9 bone), again with an IK HI solver.&amp;nbsp; each of the IK solvers have a position constraint to the dummy on the triangle.&amp;nbsp;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 09 Jun 2020 05:07:29 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9568429#M2871</guid>
      <dc:creator>tauber42</dc:creator>
      <dc:date>2020-06-09T05:07:29Z</dc:date>
    </item>
    <item>
      <title>Re: Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9570975#M2872</link>
      <description>&lt;P&gt;Here are a few images that show how the bones are structured.&amp;nbsp; The bars are simply linked to these bones.&amp;nbsp; There are two points that are fixed, and there are two IK solvers.&amp;nbsp; I'm also showing the pivot points for each bar. &lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Bones.PNG" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781939i1CE95BE1EC301C78/image-size/medium?v=v2&amp;amp;px=400" role="button" title="Bones.PNG" alt="Bones.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="IK.PNG" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781942i1259985581B97B70/image-size/medium?v=v2&amp;amp;px=400" role="button" title="IK.PNG" alt="IK.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="fixed points.PNG" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781943i86A74CE0E5F3FD2E/image-size/medium?v=v2&amp;amp;px=400" role="button" title="fixed points.PNG" alt="fixed points.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Pivots.PNG" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/781946iDACC3CA3049E50BD/image-size/medium?v=v2&amp;amp;px=400" role="button" title="Pivots.PNG" alt="Pivots.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt; &lt;/P&gt;&lt;P&gt;  &lt;/P&gt;</description>
      <pubDate>Wed, 10 Jun 2020 04:57:37 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9570975#M2872</guid>
      <dc:creator>tauber42</dc:creator>
      <dc:date>2020-06-10T04:57:37Z</dc:date>
    </item>
    <item>
      <title>Re: Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9571745#M2873</link>
      <description>&lt;P&gt;Glad to know you got it working.&amp;nbsp; Now link all the components to a dummy so you can move the entire structure to simulate the walking action.&lt;/P&gt;&lt;P&gt;Note that you did not need to use bones as simply linking object together in the same manner that the bones are linked would yield the same results.&amp;nbsp;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Wed, 10 Jun 2020 12:16:22 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/9571745#M2873</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2020-06-10T12:16:22Z</dc:date>
    </item>
    <item>
      <title>Re: Strandbeest linkage help</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/12292985#M2874</link>
      <description>&lt;P&gt;Can you post the build position? Everytime I see a scene like this the angles are all weird and impossible to understand the original crank position if the other parts are verticle&lt;/P&gt;&lt;P&gt;Also, having issues figuring it out. Maybe post the finished fiel for disection?&lt;/P&gt;</description>
      <pubDate>Mon, 09 Oct 2023 04:12:53 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/strandbeest-linkage-help/m-p/12292985#M2874</guid>
      <dc:creator>vgernhardt</dc:creator>
      <dc:date>2023-10-09T04:12:53Z</dc:date>
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