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Originally Posted by petek
I would do it with a tangent constraint between the ball and socket surfaces and an anglular constraint between planes or axes on the ball and the socket. I played around with a ball joint model last night and found this to work as long as you don't need more than one degree of freedom (motion, as in constraint-driven animation). When I tried to allow rotation around the ball and yaw side-to-side, it would usually flip orientation at some point.
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yea. all the cups move in more than one axis so the angular wont work. thanks tho....which is kinda why its a ball and socket joint..
SpaceOsc- i sure hoope you find that for me soon!!
