I was just experimenting with ways to use one bones movement to affect anothers and making a chain of wacky bones that move in all sorts of directions and ways... and it sorta just sparked in my mind:
Tank tread movement is sorta an eliptical movement- if I can get a bone to move in an eliptical path (without using a path), half the battle would be over. The details and math I don't know, but visually I can speculate the angles and speed of things, which led me to Turn a bone at an angle so that the handle movement looks like an elipse. Now how do I get a bone to only travel in x,y of this handle movement? #1- child a target bone to that bone in line with the handle. #2- make another bone (tread bone) translated to the same spot of the target bone. #3- now you need translate limits constraint on this tread bone. set so the bone can move freely in (world) x,y movement but restrict z to "0".
WOW the tread moves in an eliptical path..... but if I limit (world) y movement the eliptical movement is cut off by this and looks more like a belt that is streatched across two drive wheels.
**BUT** we still need to have another bone closely follow this bone on the track (and many to follow that one too)- and the answer is simple: translate and orient a bone to the main tread and have it lag 1 in the orient and translate properties. then do the same with each tread bone you make... just translate and orient like the previous bone (piggy-backing).
I've provided a *prj* file that you can look at or for observation. anyone that wants to take this and build on it you have my permission... try to post here or link to this post so all the info is available to people.
Thanks.
