PDA

View Full Version : Making Wires/cables how do you doit?


Bronco_78th
06-16-2002, 06:05 PM
Hi guys

I am just wondering what the best way of making them is?

I once used the bend modifier then moved the vertexs to create a bent tube for high detailed gun.

But when you do this on cylinders that are suppose to be cables they look too straight and not very realistic.

So do you just build a cylinder with lots of height segments move the vertexs round into the folds and curves you want then apply meshsmooth?

Or is there an easier more logical way of doing this?

If so what is it?

Thanks for any help.

Bronc :beer:

Lizard Head
06-16-2002, 06:28 PM
www.neilblevins.com

from there is a link to blur scripts, look for "WireJumble"

--------------------------------------------------------------------------------
Makes a user definable number of wires (lines) of variable thickness that travel through various target objects. Useful for making jumbles of wires that go from place to place in your scene without the need to model them, and provides more power in placement then the scatter compound object since it can give each wire a random thickness and allows multiple targets, not just an emitter object.
---------------------------------------------------------------------------------

Bronco_78th
06-16-2002, 06:56 PM
Read title

Thanks :beer:

Bronc

Dragonder
06-17-2002, 10:23 AM
hy dude

Just draw splines where you want your ropes to be. Than make 'm renderable, give 'm a certain thikness. If you want you can make the mesh vissible in the viewports ass well, but that costs you only memory.

...and voila....you're done.

Afterwards you can always collapse to editable mesh and apply any modifier you want....


good luck !!!!!!!!!


if you want some more detail on this one, go to my site @ http://www.nonius.be and there you'll find e-mail adresses to contact me.

CGTalk Moderation
01-13-2006, 08:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.