Repeat the process for the Shaft2 and Gun objects. None
of these objects needs to rotate on their own; they just need to follow their parent
objects.
8. Select the PivotBottom object. Check the Active and Limited options in the Y-axis
area. Set the From value to ??“4 and the To value to 30. Uncheck the X-axis and Z-axis
Active options.
9. Select the Turret object. Only the Z-axis option should be checked so the Turret can
only rotate laterally and not flip over. Do not check the Limited option; the Turret
should be able to rotate freely.
10. In the Object Parameters rollout, check the Terminator option
to identify the Turret as the top object in the IK structure, as
shown here.
11. Select the Gun object and then click the Link Info button at the top of the Hierarchy
panel. In the Rotate section of the Locks rollout, check the X option, as shown here.
The Gun should now not rotate in any axis except the local X-axis.
12. As shown here, select the Turret object and check the X-, Y-, and Z-options in the
Move section, to lock any movement for the Turret. The turret should be fixed in
place. In a complete 3ds Max scene, the Turret would be linked to a larger structure to
define its transforms.
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