Intro:
This post is about animating non-organic objects: a catapult and a locomotive. This did come from the Introducing Autodesk Maya 2013 book. I didn’t have the fortune to take a class on this.While most object animation seems straight forward, for example, placing the pivot point in the right spot and rotating said object like a door, there are other tools and ways to accomplish what you need.
Process:
First, I tried my hand at animating the catapult using a Bend deformer. Which makes sense because with enough force, like gravity, objects that are seemingly rigid and solid will bend and expel energy to launch things. Some other examples that come to mind are tree branches when they’re pulled back, or even hockey sticks while taking a slap shot (okay, okay… that’s friction using the ice, but you get some wicked bends).
Back to the catapult. Basically, one can attach a deformer to any object. In this case, it is the basket and the beam, which were all grouped together and the deformer is attached to the group. When it is set up, you can play with the Curvature attribute and key it appropriately. Keying the curvature and rotations of the beam, and later the movement of the base, I was able to create something with plenty of secondary action and believable motion.
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| Using the Bend Deformer |
Later, the chapter goes over how to rig and how to handle multiple wheels and arms and have them all work together all from manipulating one wheel. Long story short, you are connecting (via the Connection Editor) the rotation of the wheels to the rotation of the main wheel you will control, and control alone, which is the middle wheel on one side. Next is to connect the wheel arms. Set up joints, root being at the middle wheel, tip up front. To keep the arm in place, an IK Handle is used. And then to connect that arm to the pump arm, you use a Point Constraint. Lather, rinse, repeat for the other arm on that side, but reverse in terms of joints and IK Handle. Repeat for the other side.
Conclusion:
Ultimately, I got it to work. I can manipulate the wheels and arms using only that middle wheel. Unfortunately, I refused to make an animated sequence out of it because one minor thing stopped me: the two arms run into each other and pass through each other. I’m pretty sure they aren’t supposed to do that. I would not be surprised if the model itself is a little inaccurate. I guess I will have to, one day, trek to a rail yard and scope how the arms attach. Or look at pictures. I prefer the real thing, though.









