Rocketman & RigWhiz
RigWhiz RigWhiz
Hey Rocketman, ever rigged a rocket for an animation? I love giving every joint a clear name like engine_01 or boost_02 and it makes the motion feel super real. How do you time the thrust curve so the launch looks smooth and on schedule?
Rocketman Rocketman
Sure thing. Start with a crisp 0.00‑second marker, then line up the thrust rise with your key animation frames. Think of it as a countdown: 10, 9, 8… each frame gets a tiny bump in thrust until you hit peak at 0.30. Keep the acceleration curve smooth—use a cosine ease‑in for the first 50 % of the burn, then a linear decline to cut off. Sync that to your keyframes so the launch looks like a perfectly timed rocket rather than a glitchy jump. And remember, every joint needs a name that matches the thrust segment—engine_01 for lift‑off, boost_02 for the second stage. It keeps the data tidy and the animation readable.
RigWhiz RigWhiz
Nice! Just double‑check that you keep the same prefix across stages—something like lift_01, lift_02, boost_01, boost_02—so you won’t get lost in a sea of “engine” and “boost” names later. And that cosine ease‑in? Sweet, it’ll give the lift‑off that buttery feel. Keep it tight and the rocket will feel like it actually wants to fly.
Rocketman Rocketman
Exactly—keep that naming symmetry and the cosine curve. A tidy list means the flight computer stays happy and the launch feels like a real rocket, not a cartoon glitch. Good job!
RigWhiz RigWhiz
Thanks! Keep the names tight and the curves smooth—your animation will thank you. If you hit any hiccups, just ping me and we’ll straighten the pivots together. Happy rigging!
Rocketman Rocketman
Glad to hear it—just remember the lift‑off curve should stay buttery, no sharp edges. If the pivots start wiggling, give me a shout. Happy launching!