View Full Version : animating a double helix
rtomada 04-30-2005, 07:17 PM Hi there,
I would like to animate some kind of double helix with a cube on top of it. It will has to be squashed and bend to its sides like a spring without affecting the cube (of course that will has to follow the helix) or changing the coil of the helix.
I´ve tried to use bones and deformes with no good result. Following the good old jack in the box idea also doesn´t work - it´s squashing the helix geometry, too.
Does anybody have an idea where to start?
Cheers,
Tommi
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3DKiwi
04-30-2005, 10:16 PM
I would use Mocca bones and soft IK. The bones can be used on a helix spline not just on mesh geometry. This way the circle spline with the sweepnurbs object isn't affected and deformed.
I've got a video tutorial covering this here at C4D Cafe.
Hope this helps.
3DKiwi
JoelOtron
05-01-2005, 12:36 AM
Mikael Sterner has a plugin called helix, which I use for such effects:
http://www.xlentplugs.com/
You draw a spline and the helix conforms to it. You can move the spline--animate PLA, and the helix will conform. I also use this in conjunction with MSA which allws you to align objects alng the helix. the objects wouldnt squash and stretch as ythe helix itself isnt being moved or scaled--the guide spline is. (hope this makes sense--in a rush!)
I also have Arndt's plugin springtime--which can also help you do this:
http://www.vreel-3d.com/plugins/SpringTime/links.html
RenatoT
05-01-2005, 01:51 AM
I talk bad english... but i can understand.
You need somethings like this: http://www.tarabella.it/C4D/pathdeformer/PD.mov
let me know :)
Cheers
Renato T.
Rich-Art
05-01-2005, 02:23 PM
Hi Renato,
Is it posible that you send me the helix file to me?
I tride to make the helix "spring" the same as you did in the example PD.MOV, but I can get it right.
Feel very Blond now.:sad:
You know my mail adress?
Peace,
Rich-Art. :thumbsup:
rtomada
05-01-2005, 03:03 PM
The mesh I´m going to deform is looking almost like the following.
http://www.tomada-design.com/bilder/TestHelix.jpg
Not sure, if one of the plugins will do the trick. Maybe some of the makers can shed some light on that.
Cheers,
tommi
RenatoT
05-01-2005, 03:06 PM
Rich-Art:
send me a mail.. i'm just remaking the scene.. i deleted it :)
Updated: i uploaded the scene here.
A little video here (http://www.tarabella.it/c4d/pathdeformer/Rich-Art.mov) QT 1.6mb
Rich-Art
05-01-2005, 03:47 PM
Thanks Renato. Thumbs up.
Tonight I take a look at the file.
Peace,
Rich-Art. :thumbsup:
Tank_3D_Attack
05-01-2005, 03:51 PM
Way to go Renato! That there shows how useful your plugin is - easy to use and saves ya alot of time instead of using Bones and all that. It's also way easier to handle the animation!
Tank
RenatoT
05-01-2005, 05:03 PM
To me, pathdeformer is a must to have :)
Cheers
Renato T.
rtomada
05-02-2005, 10:26 AM
Hi Renato,
indeed the solution your movie shows is exactly doing what I was looking for. But what if I´ve already have got the whole mesh imported from another program - do I have to model the helix again using sweep nurbs or can I use my original mesh? Please find the attached file to have a look at it.
Great work by the way...
Cheers,
tommi
RenatoT
05-02-2005, 03:00 PM
I just put a pd inside a null. This can be ok for you?
http://www.tarabella.it/C4D/pathdeformer/DoubleHelix.mov
cheers
Renato T.
rtomada
05-02-2005, 03:24 PM
Renato,
cool stuff! If that can be done so easiely I will purchase your plugin as fast as I can. Can you share the final file with us so we can have a look at the setup?
Cheers and lot of thanks,
tommi
RenatoT
05-02-2005, 06:07 PM
Sure, but like you can see on video, there is a really easy setup to do that.
cheers
Renato T.
ps. look on video.. geometry will scale on path direction if path get more lenght.
base80
05-03-2005, 01:32 AM
You mean this?
http://www.base80.com/xpresso-files/general/spring-helix.gif
That is just a deformer of the same size as the coil of you spring. Set it to "limited" and check the box (keep Y axis). Of course the cube will not be affected.
This goes for most deformers, as long as they are the same size as the object to deform.
RenatoT
05-03-2005, 04:29 AM
Yes, this can be good for you, rtomada.
If you don't need a precise position and the scaling for the spring you can try with the Bend Deformer.
Cheers
Renato T.
chromecity
05-03-2005, 06:30 AM
First, let me say that I think Renato's plug-ins are terrific. Recommending them is a no-brainer.:thumbsup:
However, there are usually several different approaches to these things and this issue seems like no exception. Aside from the bend deformer that was already mentioned, another method to consider is Arndt's excellent SpringTime plug-in. It won't break the bank (only 10 Euros) and unless I misunderstood something that you need, it seems that it does exactly what you are looking for. If you're interested in SpringTime, you can check it out here...
http://www.vreel-3d.com/plugins/SpringTime/links.html
For your situation, look at the "Attach To" feature in the 1.1 documentation. Here's an example where the ends of a helix are attached to sphere objects...
http://www.vreel-3d.com/plugins/SpringTime/Spring2.mov
rtomada
05-03-2005, 01:35 PM
As I have learned from this threat there are a couple of solutions solving my problem.
I´ve talked to Arndt about using his helix plugin in the meantime. He told me I would have to much work to do to connect a helix made by his plugin to a part of my already existing mesh, so I think it´s best to give renato´s plugin or a "normal" mocca setup a try.
One last question is left. After the whole setup is done - whatever it will look like - is it possible to arrange a couple of my objects and let another object (e.g. a sphere) do the deformation using dynamics? I´m thinking about an object sinking onto the group of double helixes automatically deforming (bending and squashing) them so that the plate on top of these helixes would match the object I´m "dropping"? Are dynamics a good way or would you suggest to use key-framing the whole thing instead?
Cheers,
tommi
RenatoT
05-03-2005, 04:22 PM
If i understand good what you mean.. you need only to control a point of spline with a xpresso...
tell me easy and more :)
Cheers
Renato T.
rtomada
05-04-2005, 11:50 AM
Renato, I´m not quite sure if I understand what you mean. My idea is to let a dynamics setup drive the deformation of a group of my helix-objects. Therefore I think I have to make the top plates of my objects rigid bodies to let another rigid body object (sphere) collide with them when dropping it onto the group. The top plates would have to defom the top point of my (deformation) spline by pushing it down and to it´s sides. My helixes would follow these splines to deform my main object. Imagine a bed (which is made of a number of spirals). You lay down onto it - it get´s deformed by the shape of your body. Your head squashes the spirals under it more than your hip does. That is basically the effect that I want to reach. I´ve tried to solve it using a couple of morph targets but accordingly to the huge number of objects I would have to fit by hand to get a nice looking result, that would be very time consuming. A "real" physical setup could do it automatically, I hope.
Hope you understand what I´m going to do.
Regards,
tommi
RenatoT
05-04-2005, 02:03 PM
You need to drive spline with a Rigid Body i think and spring and setup a xpresso to modify each spline of "bed" to get correct rotation ... not easy but you can do that i think.
Cheers
Renato T.
rtomada
05-06-2005, 09:47 AM
Renato,
thanks for your reply. I´ve given your idea a try but I was not able to figure out, how to do it. Could you please provide me with a small example szene so I can follow the way you´ve mentioned? That would be great.
Thanks.
Regards,
tommi
RenatoT
05-10-2005, 03:24 PM
Hi Tommy, i can help you but send me a scene with main setup so i can help you faster.
Sorry for delay, i was been out for 3 day so i loose this thread.
Cheers
Renato T.
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