View Full Version : Spline deform problem
rizon 10-09-2006, 02:11 PM Hello,
I have this problem where my solutions seems to be a bit too complicated... must be an easier way, but can't find out..
Problem:
I have a rectangle that is animated on a circle (the axis of the rectangle is the axis of the circle... all fine here... but:
01. the rectangle has to bend with the curve of the circle
+
02. I need to scale this rectangle (height & width) while it's moving (difficult cause it's center is that of the circle, so when scaling it moves away from the circle)
Most logical i would think is:
rectangel align to circle but then i don't know how to deform it
or
Lathe of thin rectangle but the scaling is an issue...
I hope i am missing something here...
Thanks in advance!
http://www.rizon.be/3d/cg.jpg
http://www.rizon.be/cg.jpg
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Jannis
10-09-2006, 02:48 PM
A way to do this is with Mograph.
put the plane in a cloner object and set count to one.
Group this together with a Spline wrap deformer and in From to To set To to about 10% or a number that wiil give you the right proportions for the plane.
You can now scale the x an y of the cloned plane while it is deformed using the cloner transform tab or even a step effector.
I hope this helps
rizon
10-09-2006, 02:53 PM
Thanks Jannis!
I was just trying this... :)
but i think texturing might be a problem here, cause i need to map each rectangle (square) with a different image (video actally)
Maybe baking, but then the workflow is a pain for corrections...
thanks again for yr quick response.
EDIT:
Just notice that you are proposing a different parenting as i was doing, will try now..
AdamT
10-09-2006, 02:59 PM
I would use a wrap deformer, 360 degrees, cylindrical mode.
Scene file: http://www.3danvil.com/temp/wrapper.c4d
rizon
10-09-2006, 03:13 PM
Ah great Adam! thanks, the simple logical solution i was looking for... amen...
Mograph has certainly it's potential here.. although i wonder if it is possible to texture each object on it's own + id buffers?
AdamT
10-09-2006, 03:31 PM
NP. :)
It is possible to texture with MoGraph using the multishader, but it's a bit tricky getting the exact material you want on the exact clone you want. Object buffers work as well. IMO the old wrap deformer works best here, but if it was anything but a circular path I'd use MoGraph.
rizon
10-09-2006, 03:52 PM
Oh-Oh... seems that the wrap-deformer doesn't allow to use alpha's in textures... damn... :(
AdamT
10-09-2006, 04:08 PM
Oh-Oh... seems that the wrap-deformer doesn't allow to use alpha's in textures... damn... :(
Huh? Works fine here.
rizon
10-09-2006, 04:28 PM
Ok fixed.. weird.. excluded it in the Sky object's compositing tag.
For other objects it was no problem...
Mike Abbott
10-09-2006, 04:37 PM
I'm sure Adams' method will be fine, but another approach (if I'm understanding the prioblem :) is simply to have your plane and a bend deformer at the same hierarchy level, but grouped under a null. You can set the bend as required, but still have independent scaling of the plane, without it affecting the bend.
The whole group could then be dropped under a null in the center of your ring for rotation animation.
Mike A.
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