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Pickman
09-14-2006, 10:48 PM
Hello there, I would like to create a rope or a cable and be able to drive my dynamic curve from each end, is that possible with hair, so far i have done a curve, which i made dynamics then i made a spline ik. The simulation is fine but i can only drive my joint chain from the curve, and not from two end points.
Should i use soft bodies instead, in order to attach a cable from both ends ?
I'm stuck, i tried different things but nothing is really what i want, i realy want to drive my dynamic curve all around from both ends.

THX

_stev_
09-15-2006, 06:27 AM
Doing this with soft bodies would be really easy. You can cluster the CVs of your curve and parent them to whatever they should be attached to. Use that curve as your soft body goal. Then you can use the component editor to adjust the goal per particle of your soft body so that it is weighted to 1 at the ends.

Hope this helps,
Stev

BigSky
09-18-2006, 03:02 PM
Create your dynamic curve with no attach point lock.
Set up some stick constraints on U 1 & U 0.

Go! :thumbsup:

Pickman
09-20-2006, 07:04 PM
Heya Bigsky, this is a very impressive file you sent, thx a bunch, would you mind developping it a bit. not sure to understand the candies you put in there.
Thx a lot again man, very cool from you.

Ge-ZUS
09-21-2006, 10:59 AM
I would actually create a CV-curve (with a real high resolution (=lots of CV's)), make it soft (make original soft). Then create a cluster (as _stev_) for each the first and the last CV of the curve (and probably parent those clusters to locators or whatever). to avoid the curve from streching too much, i would apply springs (wireframe: walk length 2; high stiffness; low damping) to the curves particle system. further: any needed fields...

try it...more explanations (or even corrections) are always welcome

BigSky
09-21-2006, 01:20 PM
The guts of it is very simple:

Make your curve which you will make dynamic.
In the follice, set the follice attribute -point lock - to NoAttach
(when you play sim, the curve will just fall.)

Then go to hair>constraints>stick, and snap this locator up to where you curve ends(or begins, it doesn't matter..)

Make sure glue strength is 1.

In the constraint, be sure to set the point method to be U parameter - 0

Do the same for constraint 2, except this time you set the U parameter to be 1.

When you simulate now, your curve is now stuck to the locators, which can be parented, animated, etc. Use the common hair dynamic attributes for stiffness, damp, etc.. :)

Duncan
09-21-2006, 07:53 PM
Note that if you additionally parent the follicle to the first object you can then get away with pointLock = Base and just one constraint.

Duncan

Pickman
09-23-2006, 05:44 PM
Ok guys i tried it without any joint and I could get same results as file, but as soon as i add joints, make a spline ik on it, make it dynamics and add stick constraints it doesn't work at all.
Ok i got it working after a while, unchecking auto parent curve and autocreate curve, but my joints are now very wiggly, i can't seem to add magnitude to it, what can i add to make it stiff and not bouncing around ?
Any help ?
THX

BigSky
09-24-2006, 04:27 AM
I'd suggest creating the joints after the dynamic curve setup, and also taking a look at the splineIK solver in M. Hutchinson's ELASTIK
http://www.michael-hutchinson.com/downloads/index.php

Pickman
09-24-2006, 06:24 AM
Heya Bigsky, wow this is a very nice site, never heard of it before! A bout doing thejoint chain after the hair curve, how do you then connect your joints to the dynamic attributes ?

THX a lot

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