So I have this game project that I'm working on with an ATV and I'm trying to figure out how to rig the treads so I can have them move and react the way they would in real life in UE4 and have it be dynamic through the bones. (Video link below)
https://www.youtube.com/watch?v=YmdHxqA9B6Q&list=PL5b47t_0nDZ0DAw8sy4rEoWfhZBFsJlV-&index=10&t=128s
The way I currently have this set up is I have it wire wrapped around a curve, so I'm able to have it spin around like it normally would IRL, but I added a skeleton afterward. I'm fairly new to rigging, so I'm not too sure how I'd attach and have it follow the curve along with the mesh.
I tried it with the tread shape built, but it just breaks.
I then tried to make it work with the tread flattened out and then setting up an IK handle and doing a follow motion path, but for some reason it won't follow the curve I have shaped for the treads properly, but for the most part it'll follow a flat curve, not a 100%, but it follows.
Does anyone have any information on how to go about getting that to work?
Much appreciation to anyone that is able to help in any way.
You can use motion paths to keep the joints on the curve and travel around it. As a closed curve. you'll want it to go from 0 - 1 at the end to make it loop
I'm guessing the ik isn't following directly along the curve as it does not have enough joints to match to the curvature.
You could also use follicles along a surface and key the U values to get them to slide.
hth
-=s
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