Goal:
Moving elements are in an IK chain.
1. Lock piston bone/geometry to 'arm' bones in IK chain.
2. Constrain min/max length of root-tip.
This is part of what I have now:
I can get individual constraints to work fine, but I'm having trouble getting the full package to function. I managed something hacky by using a wrangle to lock the piston's bones to their position relative to the 'arm' primitive uv coordinates, but it was messy and I couldn't get the bound geometry to behave. I added another joint to the middle of the piston (as well as removing the bones entirely and relying on the joins only) as a lookat but again I'm unsure of the order of operations and end up with wacky joint or bound geometry behavior.
I completed the Fur Dude KineFX tutorials which are great for organics but less helpful here. I watched Rok Andic excellent videos on constraints [www.youtube.com]. I read the constraints page in the documentation [www.sidefx.com] and dug through the example files for constraints. Jeff has a masterclass and I tried to use the full body IK setup he demonstrates toward the end but had little success. CGWiki has a KineFX page that goes really in depth on the transform order but I haven't managed to wrap my head around it enough to complete the setup. The only search result is for an obj style free-floating piston from 2018 and this request for a mechanical rigging series [www.sidefx.com] but I don't think anything has been made yet. I'm sure all the information I need is available but I can't get my brain to put it in order.
Any advice would be appreciated.
Hip with my setups from attached.