cartoony rope-ish thing... 2005-06-14 - By Bradley R. Gabe
Back Lu-
Incidentally, setting up your curve mapping takes about 2 minutes if you take advantage of XSI's built in name iteration and write simple script loops for assigning your expressions. It's the kind of thing that's really easy to walk through in person or over the phone, but would take a while to write out all the steps.
-Brad
>Thanks Brad and Anthony, > >I'll give that sucker a good crack tonight. > >--Lu >-- -- Original Message -- -- >From: <mailto:brad@(protected)>Bradley R. Gabe >To: <mailto:XSI@(protected)>XSI@(protected) >Sent: Tuesday, June 14, 2005 11:30 AM >Subject: Re: cartoony rope-ish thing... > >A combination of bounding volume constraint and a curve mapping will do >what you want. > >To get a bounding volume, create a primitive implicit sphere and scale it >to approximate the body volume of your target. Then experiment with nulls >or small spheres to see what kind of settings work to keep the constrained >abjects outside the volume. > >Curve mapping is a bit more complex, but the basic concept is for each >tail bone, you create a null that's constrained to a NURBs curve. >Distribute the nulls from start to end of the curve. Use the posy value of >each null to drive the rotation from start to end of the chain. Next, >envelope the curve, point for point to your animation controls. You should >now be able to control as many tail bones as you want with a much smaller >number of curve controllers. > >If you need an example, contact me off list. I can send you a script. > >-Brad > >>Hello List, >> >>I got a funky problem. I need to make a ropey-type thing that can swing >>around (like the tail in XSI), and then be able to wrap around an object >>like Indiana Jones' whip where it can sorta coil itself around a >>character. I'm thinking of blending between a dynamic sim and then >>switching to a hand-animated rig where I can blend between the two. I'm >>trying things like blending constraints and sacrificing pigeons, but >>they're not working out too well. I think I'm getting farther with the >>pigeons. Any ideas? >> >>Thanks in advance, >> >>--Lu >> >>
<html> <body> <font face="arial">Lu-<br><br> Incidentally, setting up your curve mapping takes about 2 minutes if you take advantage of XSI's built in name iteration and write simple script loops for assigning your expressions. It's the kind of thing that's really easy to walk through in person or over the phone, but would take a while to write out all the steps.<br><br> -Brad<br><br> </font><blockquote type=cite class=cite cite=""><font face="arial" size=2>Thanks Brad and Anthony,<br> </font> <br> <font face="arial" size=2>I'll give that sucker a good crack tonight. <br> </font> <br> <font face="arial" size=2>--Lu<br> </font> <dl> <dd>-- -- Original Message -- -- <br>
<dd>From:</b> <a href="mailto:brad@(protected)">Bradley R. Gabe</a> <br>
<dd>To:</b> <a href="mailto:XSI@(protected)">XSI@(protected)</a> <br>
<dd>Sent:</b> Tuesday, June 14, 2005 11:30 AM<br>
<dd>Subject:</b> Re: cartoony rope-ish thing...<br><br>
<dd><font face="arial">A combination of bounding volume constraint and a curve mapping will do what you want.<br><br>
<dd>To get a bounding volume, create a primitive implicit sphere and scale it to approximate the body volume of your target. Then experiment with nulls or small spheres to see what kind of settings work to keep the constrained abjects outside the volume.<br><br>
<dd>Curve mapping is a bit more complex, but the basic concept is for each tail bone, you create a null that's constrained to a NURBs curve. Distribute the nulls from start to end of the curve. Use the posy value of each null to drive the rotation from start to end of the chain. Next, envelope the curve, point for point to your animation controls. You should now be able to control as many tail bones as you want with a much smaller number of curve controllers.<br><br>
<dd>If you need an example, contact me off list. I can send you a script.<br> <br>
<dd>-Brad<br><br> </font><blockquote type=cite class=cite cite=""> <dd><font face="arial" size=2>Hello List,<br> </font> <dd> <br>
<dd><font face="arial" size=2>I got a funky problem. I need to make a ropey-type thing that can swing around (like the tail in XSI), and then be able to wrap around an object like Indiana Jones' whip where it can sorta coil itself around a character. I'm thinking of blending between a dynamic sim and then switching to a hand-animated rig where I can blend between the two. I'm trying things like blending constraints and sacrificing pigeons, but they're not working out too well. I think I'm getting farther with the pigeons. Any ideas? <br> </font> <dd> <br>
<dd><font face="arial" size=2>Thanks in advance,<br> </font> <dd> <br>
<dd><font face="arial" size=2>--Lu<br> </font> <dd> <br>
<dd> </blockquote> </dl></blockquote></body> </html>
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