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cartoony rope-ish thing...

cartoony rope-ish thing...

2005-06-14       - By Lu

 Back
Reply:     1     2     3     4     5  

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
   

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<DIV><FONT face=Arial size=2>Thanks Brad and Anthony,</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>I'll give that sucker a good crack tonight.&nbsp;
</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</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>&nbsp;<BR><FONT face=arial size=2>I got a funky
   problem.&nbsp; 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.&nbsp; I'm
   thinking of blending between a dynamic sim and then switching to a
   hand-animated rig where I can blend between the two.&nbsp; I'm trying
things
   like blending constraints and sacrificing pigeons, but they're not working
   out too well.&nbsp; I think I'm getting farther with the pigeons.&nbsp; Any
   ideas?&nbsp; <BR></FONT>&nbsp;<BR><FONT face=arial size=2>Thanks in
   advance,<BR></FONT>&nbsp;<BR><FONT face=arial
   size=2>--Lu<BR></FONT>&nbsp;<BR>&nbsp;</BLOCKQUOTE></BLOCKQUOTE></BODY><
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