BradASchreiber Posted September 28, 2019 Share Posted September 28, 2019 I have a tank model and would like to animate the treads. What is the best way to achieve this? I'm no VEX master by any stretch. Looking for a workable approach to this. Thank you. Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted September 28, 2019 Share Posted September 28, 2019 have a look at this post 1 Quote Link to comment Share on other sites More sharing options...
BradASchreiber Posted September 29, 2019 Author Share Posted September 29, 2019 Thank you, but this does not work with my version of MOPs. Quote Link to comment Share on other sites More sharing options...
toadstorm Posted September 30, 2019 Share Posted September 30, 2019 Hi! I make MOPs. Here's a file showing a simple tank treads effect using the latest version of MOPs. I've embedded the definitions into the HIP file just in case you're not up to date. Please let me know if you have any questions about how to use the system. mops_tank_treads.hip Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted September 30, 2019 Share Posted September 30, 2019 hmm I wonder if this would work for you? JR_TankThread_alternate.hiplc Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted September 30, 2019 Share Posted September 30, 2019 (edited) @toadstorm I can't get your file to work. Anyway, forgot to add the timeblend node at the end in my example.. @BradASchreiber if you set your timeline to display subframes you will see the cards are moving. let me know if there is any questions JR_TankThread_alternate.hiplc Edited September 30, 2019 by Jesper Rahlff 1 Quote Link to comment Share on other sites More sharing options...
toadstorm Posted September 30, 2019 Share Posted September 30, 2019 (edited) 3 hours ago, Jesper Rahlff said: @toadstorm I can't get your file to work. What isn't working? I'll upload another one with the definitions embedded, just in case. My guess is that in older builds, you'd just need to throw in a `@mops_falloff=1` before sending the packed primitives to the Move Along Spline operator, since Copy to Points doesn't automatically create that attribute, and older Move Along Spline definitions required a falloff value. mops_tank_treads_embedded.hip Edited September 30, 2019 by toadstorm Quote Link to comment Share on other sites More sharing options...
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