  | | | cartoony rope-ish thing... | cartoony rope-ish thing... 2005-06-14 - By Lu
Back Thanks Brad and Anthony,
I'll give that sucker a good crack tonight.
--Lu -- -- Original Message -- -- From: Bradley R. Gabe To: 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
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1476" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2>Thanks Brad and Anthony,</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>I'll give that sucker a good crack tonight. </FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>--Lu</FONT></DIV> <BLOCKQUOTE dir=ltr style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"> <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV> <DIV style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A title=brad@(protected) href="mailto:brad@(protected)">Bradley R. Gabe</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Tuesday, June 14, 2005 11:30 AM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: cartoony rope-ish thing...</DIV> <DIV><BR></DIV><FONT face=arial>A combination of bounding volume constraint and a curve mapping will do what you want.<BR><BR>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>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>If you need an example, contact me off list. I can send you a script.<BR><BR>-Brad<BR><BR></FONT> <BLOCKQUOTE class=cite cite="" type="cite"><FONT face=arial size=2>Hello List,<BR></FONT> <BR><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> <BR><FONT face=arial size=2>Thanks in advance,<BR></FONT> <BR><FONT face=arial size=2>--Lu<BR></FONT> <BR> </BLOCKQUOTE></BLOCKQUOTE></BODY>< /HTML>
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