View Full Version : Modelling: project curve on mesh> deform by curve
is there a way in max of
1.projectinb a curve onto a mesh, nurms, nurbs or patch
2. constraining deformations on the mesh's vertices to deformations on the curve.
i.e. to use a curve to control surface deformation??
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jadedchron
02-09-2003, 10:50 PM
yes.
Aaron Moore
02-10-2003, 02:10 AM
jadedchron - unless you know of a tool that i dont... i don't think you can easily project a curve on a mesh for useful purposes... can you explain more then just saying yes...
Hey Jav, what exactly do you want to do, cause i can think of a couple of ways to have a spline controlling the deformation of a mesh but it would depend on the situation.
cheers
jadedchron
02-10-2003, 04:03 AM
no.
LOL.
why so jaded Mr jadedchronie?
underpants too tight?
just jokes:beer:
jadedchron
02-10-2003, 04:15 AM
hehe, no i'm fine. aaron's got me under his radar it feels like tho.
well jadedchron i hate to be the bearer of bad news but in this case Aaron has a good point. 'Yes' really isn't a very constructive post.
Sorry to do this to your post jav, please send the details of what you want to do and I'm sure people will help.
cheers
jadedchron
02-10-2003, 05:09 AM
in some case sure. but this would've been dropped straight to the bottom if it weren't bumped. :shrug:
linked a quick xsi workflow i am trying to replicate in max
1. grid and curve
2. i project the curve onto the grid
3. i use the resulting curve to deform the grid
how do i do this in max?
thanx
http://www.internarte.com/int/stuff/defbyspine2.jpg
no simple way i'm afraid. i would probably use the 'shape merge' (compound objects) tool to get the spline to wrap to the object then use the 'extract operands' function within this tool to extract the newly deformed shape.
now i'd use this as the base for a spline ik system, that's right, bones.
the other thing you could do i spose is use linked xforms. you'd need one for each vertice of the spline with the dummy control object aligned to the spline vertex then apply another linked xform to a soft selection of vertices from the object you want to deform. use the same dummy as the control object. do this for each of the vertices in the spline.
this is kinda going backwards three steps to go forwards one but i spose it would work if you really want to have the spline in there for some reason.
hope that gives you some ideas.
cheers,
phil
Reality3D
02-11-2003, 01:14 AM
Skin modifier support splines.
You could also use Draw spline script from John Burnett http://www.footools.com/scripts.html
Requires Bindpoints plugin(also there)
By the way, with Bindpoints you can exactly get the behaviour you want, but have to "hardcode" it (see the documentation)
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