@crazyarranz physically B is attached to the rod but virtually is linked to the chassis, then its movement is ruled by the expression. Now I'm working on a way to allow B to move up or down the x axis
@SundewAU referring to the scheme at 4:05 if u want to move point B up u need to edit the equation: put (r*cosφ + z)^2 instead (r*cosφ)^2 under the SQRT, where z is the new position of B (normally is z=0). Put directly the value of z in inches not the variable to avoid errors. IMPORTANT: first edit the equation then move B to fix the system.
@streincorp I've tried that, but it completely messes up the animation. The rod and subsequently the piston are all over the place. In most cases with common stroke- and rod lengths the amplitude of the equation becomes too big and gets chopped off at 0 so the piston actually moves into the crankshaft.
Wow, thanks for that tutorial! I finally got a working piston engine! Only one problem now, I'm trying to build a VR engine in which the cylinder-axis's are moved away from the middle of the crank to avoid the pistons intersecting at BDC. But if I move Point B and the Piston itself up or down (with the engine lying on its side), the distance between Point A and B obviously grows larger than the rod's length and Point B starts to lag behind the crank's rotation and the rod's movement.
Is there a way to maybe link Point B to a fourth point, lets say Point A2, that is fixed to the top of the rod? I've tried a couple of thinks but so far unsuccessful...
thanks a lot for making this video but could you please explain me the difference b/w wire parameters and expression controller.. I mean the Zposition of point A is controlled by the height of the cylinder.. it can also be done by wire parameter..
Great tut !!! You are mentioning an easier solution with IK...I'm fighting with this concept since a couple of days without results : do you have a video tutorial to explain how to rig this with IK ? Again, thanks very much for this "math animation" tutorial that is very well done !!!
No. Knowledge of math can give you more ways to do things or to better understand but that is not obligatory. You can also learn something more about math through animation and 3D modeling!
@streincorp Hi! Great tutorial! Been looking for this! Only one problem now. The piston is basically revert. It's on the wrong side of the rod, and is moving exactly opposite direction. The movement looks perfect, if it wasn't directly the opposite direction. What am I doing wrong?
Someone else had the same problem, I don't remember what I missed in the tutorial (made seven years ago!). Maybe it is similar to what happens at 4:58, when I push the evaluate button and the piston suddenly turns in the wrong direction. It Is a conflict between the pivot point of the piston and its point B. Try to rotate the object only in the right way. OR it could be a conflict between the orientation of the pivot triad of the point B and its equation, in this case, try to put a minus in front of the whole equation, to let the piston moving in the opposite direction.
Hi! Great to see you still follow these comments :D After typing the comment to you, I decided to make everything from scratch again, but this time I did everything 100% like you did. Even made sure my viewport was facing exactly like your viewport, and now it's working! I'm working on a rather big project and you helped me a lot with this video. Thanks a lot for sharing such a good tutorial! :) p.s. in the video I think you forget to show when you added a Bezier Float to the Rod. When I wanted Assign Controller to "L", there was nothing. So I added it myself. And that made it work. Anyway, thank you once again ! :)
You can make a video better explained. It does not work for me, it gives me an error in the evaluation. I understand how to do with 3ds max 2009 and 2010 and follow the problem
@crazyarranz physically B is attached to the rod but virtually is linked to the chassis, then its movement is ruled by the expression.
Now I'm working on a way to allow B to move up or down the x axis
@SundewAU referring to the scheme at 4:05
if u want to move point B up u need to edit the equation:
put (r*cosφ + z)^2 instead (r*cosφ)^2 under the SQRT, where z is the new position of B (normally is z=0).
Put directly the value of z in inches not the variable to avoid errors.
IMPORTANT: first edit the equation then move B to fix the system.
@streincorp I've tried that, but it completely messes up the animation. The rod and subsequently the piston are all over the place. In most cases with common stroke- and rod lengths the amplitude of the equation becomes too big and gets chopped off at 0 so the piston actually moves into the crankshaft.
Wow, thanks for that tutorial! I finally got a working piston engine!
Only one problem now, I'm trying to build a VR engine in which the cylinder-axis's are moved away from the middle of the crank to avoid the pistons intersecting at BDC. But if I move Point B and the Piston itself up or down (with the engine lying on its side), the distance between Point A and B obviously grows larger than the rod's length and Point B starts to lag behind the crank's rotation and the rod's movement.
defenetly the best video i have seen in RUclips, even though I got lost in the first 15 secs.
That part was directly recorded in high speed, so I should redraw it separately. Maybe in the future...
Is there a way to maybe link Point B to a fourth point, lets say Point A2, that is fixed to the top of the rod? I've tried a couple of thinks but so far unsuccessful...
Enjoyed the video! What program did you use to do this?
thanks a lot for making this video but could you please explain me the difference b/w wire parameters and expression controller.. I mean the Zposition of point A is controlled by the height of the cylinder.. it can also be done by wire parameter..
@crazyarranz u mean expressions on 3ds? …self taught. But also the 3ds's help > user reference is more useful (I still use the old 3ds 7)
Hi could you upload the modelling part of this video (in normal speed, because I tried to view this frame-by-frame, but some step is too fast)?
Great tut !!!
You are mentioning an easier solution with IK...I'm fighting with this concept since a couple of days without results : do you have a video tutorial to explain how to rig this with IK ?
Again, thanks very much for this "math animation" tutorial that is very well done !!!
No. Knowledge of math can give you more ways to do things or to better understand but that is not obligatory.
You can also learn something more about math through animation and 3D modeling!
@streincorp Hi! Great tutorial! Been looking for this! Only one problem now. The piston is basically revert. It's on the wrong side of the rod, and is moving exactly opposite direction. The movement looks perfect, if it wasn't directly the opposite direction. What am I doing wrong?
Someone else had the same problem, I don't remember what I missed in the tutorial (made seven years ago!). Maybe it is similar to what happens at 4:58, when I push the evaluate button and the piston suddenly turns in the wrong direction. It Is a conflict between the pivot point of the piston and its point B. Try to rotate the object only in the right way.
OR it could be a conflict between the orientation of the pivot triad of the point B and its equation, in this case, try to put a minus in front of the whole equation, to let the piston moving in the opposite direction.
Hi! Great to see you still follow these comments :D
After typing the comment to you, I decided to make everything from scratch again, but this time I did everything 100% like you did. Even made sure my viewport was facing exactly like your viewport, and now it's working!
I'm working on a rather big project and you helped me a lot with this video. Thanks a lot for sharing such a good tutorial! :)
p.s. in the video I think you forget to show when you added a Bezier Float to the Rod. When I wanted Assign Controller to "L", there was nothing. So I added it myself. And that made it work.
Anyway, thank you once again ! :)
Man ?? how did you learn that advanced stuff in max ?
I never thought that 3d max allows math equations ..
WOW .. it's awesome !
is your problem with math or 3d studio? :)
or isn't my vid so clear?
Is it must that 1 have 2 be xpert in Math 2 become good animator? Is somebody is not student of science he / c can't become animator?
Thanks a lot for the post, it's just what I need!!
You can make a video better explained. It does not work for me, it gives me an error in the evaluation. I understand how to do with 3ds max 2009 and 2010 and follow the problem
Thanks a lot! Very useful tutorial!
like a child with a game: no one tell him how to play.
To learn 3ds stuff, follow curiosity and fun!
math rules over mechanics XD
very nice video... very nice video indeed.
wow!! incredible tutorial!! thanks so much!! grazie mille!!!
thanks for your tutorial ...!
Doom Music FTW :D
I'm sorry, put "-z" if u want to move the piston up
its hard, lol
my dream is to become a car engineer and i dont get the 3d stuff yet :p
you are mechanical engineer student right ?
even that math is looking advanced LOL...
well I know this ..
same words were said by some someone ....
I am doing the same .. ha ha ha ..
Then they say that Maths is useless, lol.