View Full Version : modeling fringe
chudofsinister 10-29-2002, 11:37 PM I am trying to model fringe hanging off a coat. What I tried to do was extract a spline from the bottom of the coat and then scatter the shape of the fringe piece along this spline, but I am having problems with scatter recognizing and using the proper pivot. Any ideas on this issue.
I have no idea how to animate the fringe once I put it all together, would reactor be the thing to use here...?
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gmask
10-30-2002, 12:59 AM
Originally posted by erilaz
Can you put up an image of what you're trying to do?
Y'know it's like one of those western jackets wiht the little strips of leather hanging off the arms. Trappers used these to carry game and pelts.
erilaz
10-30-2002, 01:02 AM
Can you put up an image of what you're trying to do? It's hard to visualise.
And yes, reactor is one way to do it.:D
chudofsinister
10-30-2002, 01:13 AM
yes exactly, trapper type jacket.
http://www.cgtalk.com/showthread.php?s=&threadid=25844
Lucidium
10-30-2002, 02:19 AM
You could do it all in texture.
I mean, have a loop going around where the fringe will be. Then texture it with straight fringes (and an alpha map).
Then you could use something like SimCloth on the loop.
Lucidium
10-30-2002, 03:09 AM
Feel like d/ling a 1.34meg file?
I made a quick example movie of what I'm talking about.
Here (http://www.davidmear.com/temp/fringemblurred.avi)
gaggle
10-30-2002, 09:37 AM
Sounds like a job for Reactors rope-dynamics-thingie, which is dynamics done to a spline. It's, afaik, super super fast. I don't know for sure, but I suspect it's fast enough to allow you to assign it to each individual cloth-strand without getting things bogged down too much...
As for modeling it, idunno, it seems like you could just make a spline with a couple of verts in it, and place it at regular intervals whereever needed. Doesn't sounds too much like a scatter-required scenario to me.
That alpha-channel thing Lucidium mentions is nifty indeed, I've also used it with good success in the past. But I think it's mostly relevant on lowpoly objects, it's.. difficult to get away from the 2d look imo. If it's for a highpoly thing where you'll rather spent the extra time and energy making things really shine I would go for a proper individual-strand approch.
chudofsinister
10-30-2002, 01:30 PM
Damn Luicidium,
thats a cool example thanks for showing me. I had thought about doing it that way but didnt because of the mentioned 2D look. Simcloth, I take it that is a plugin? thanks for the help guys, still not quite sure what I am going to do but I will post what I come up with.
If I just use splines I am afraid they will not blend with piece they are hanging from.
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