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I try to replicate this in blender:

enter image description here http://507movements.com/mm_090.html

I tried using 2 rigid bodies, and putting locks on the rotation for one. And lock them in the z-axis. I altered the rigid body world steps, but I get things like this:

enter image description here

I was wondering, what would be a good way to do this?

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I'm sure there are multiple ways to do it. Physics are unnecessary (which is nice, because it's faster and easier without them.)

enter image description here

We start with a root bone. Then we have a rotation control, parented to the root Then we have a deforming bone for the inner/middle section (depending on if you want the axle handled differently), which is parented to the rotation control.

Finally, we have the bone for the outer section. This is the only constrained bone. It is parented to the middle bone, but has inherit rotation disabled. It is floored in both directions to our root bone, so it only moves side to side with the rotation of the inner body.

There are plenty of constraints we could have used to acquire this behavior. I just happened to pick floor constraints.

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  • $\begingroup$ Thanks, I check it Sunday, this is my Sunday project! $\endgroup$ – clankill3r Feb 18 at 18:29

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