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Lutz,
Thanks for the suggestion. After experimenting for some time, I realized
that the "orbit" function won't work for this particular application.
However, I discovered that I could make a cylinder, click "local
coordinates", and translate it away from the z-axis, then in the "duplicate"
dialog box, click rotation 0, 0, 6, and translation 0, 0, .5. This makes a
helix with each segment having its origin on the z-axis. That way when I
rotate the first cylinder, all the rest of them rotate in relation to the
axis of the helix. It took tweeking the rotation in x, y and z to get the
desired results, but it works!
I posted the new file (snakeything2) in moray.
Another Question: Is it possible to incorporate I.K. into this?
Thank you,
Steve Shelby
Lutz Kretzschmar <lut### [at] stmuccom> wrote in message
news:jm425uotiatlia4aj7ict0us1iva1qip58@4ax.com...
> Hi Steve Shelby, you recently wrote in moray.win:
>
> > .... because there seems to be no way to make the rings orient
> > themselves correctly in relation to the helix, ...
> That is correct, the duplicate function can't do this. But if you
> rotate the initial first object you can come pretty close. You can do
> this after duplication. Try rotating the first cylinder around the X
> axis.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
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