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 Post subject: Understanding hinge (AF body constraint)
PostPosted: Thu Jul 26, 2012 4:01 am 
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Is that right?

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 Post subject: Re: Understanding hinge (AF body constraint)
PostPosted: Fri Jul 27, 2012 3:37 am 
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No.


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 Post subject: Re: Understanding hinge (AF body constraint)
PostPosted: Fri Jul 27, 2012 7:36 am 
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st_bitterman wrote:
No.

Rather No.body knows, most likely.
AF's are a complete black box for me. I just fiddle till it works the way I want to, sometimes for hours.
I'm sure my AF development time could be drastically lowered if I wasn't using the trial and error way of development.

I don't expect many to know the exact answer.
It looks sort of right though, but no guarantees.

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 Post subject: Re: Understanding hinge (AF body constraint)
PostPosted: Fri Jul 27, 2012 8:03 am 
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picked up 75 health

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May be this?

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Pink - V-shape. Colors is authentic.

UPD: possibly blue line (shaft) should be along the X axis.


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 Post subject: Re: Understanding hinge (AF body constraint)
PostPosted: Sat Jul 28, 2012 3:45 am 
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First one fits the definition of a "hinge" to me. :)

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 Post subject: Re: Understanding hinge (AF body constraint)
PostPosted: Wed Aug 01, 2012 2:25 pm 
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Are we talking about in the AF editor? As for a hinge joint you only get the option for yaw and pitch under axis, not #,#,#.

A bones axis has Y pointing down the bone.
hinge axis is
yaw = rotation around bones Y.
pitch = pitch around axis.

Limit is angle, width, limiter
Angle = angle around hinge axis you want the hing to operate at (position of not size of)
Width = width of this hinge (size of hinge opening/area limiter can swing in)
limiter = angle around hinge axis (position)

The limiter is fixed to the bone, on first operation (spawn, usage etc) the limiter will be moved (hence moving the bone its fixed to) to be within the limit cone.


Easiest way to see all this is make yourself a box room. Load up the AF editor. Spawn in a AF_HELl_CHAIN.
Make a new constraint at the origin (fixed , bound to world), change next to constraints to FIXED then change 3rd to hinge and play with the options. Remember to set your view details in the first tab of the AF editor so you can see skeleton, constraints and names to go with.


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