I don't know if you're 100% set that this has to be KineFX, or if you are open to solutions that just get the job done? Traditional bones and/or linking of objects works very well in this case.
I created a dummy file and attached it. It's basically the same setup with both bones and just parenting and constraints. No IK involved. I'm no professional rigger, but this setup is very fast and simple to use. In my experience, this approach works very well with mechanical or non-deforming rigs. Animating on the object level is much faster than working inside SOPs.
Tronotrond I don't know if you're 100% set that this has to be KineFX, or if you are open to solutions that just get the job done? Traditional bones and/or linking of objects works very well in this case.
I created a dummy file and attached it. It's basically the same setup with both bones and just parenting and constraints. No IK involved. I'm no professional rigger, but this setup is very fast and simple to use. In my experience, this approach works very well with mechanical or non-deforming rigs. Animating on the object level is much faster than working inside SOPs.
Hey thanks for the effort and great setup. However as im doing this to get into kinefx I would also love to see a solution doing it with kinefx.
I currently have a setup with a fbik sop and it works for the rotation part however I did not manage to lock the axis of the top piston to only go in local up direction?
How do I lock an axis for a 'bone'/joint in kinefx?
I was so happy when you posted this... then I saw the wrangle node in the file! :o As a newcomer, I would hope sometihng like this should be easier to do, easier to understand -or am I wrong?