View Full Version : Q: Chains, the easy way?
Renzsu 02-26-2003, 07:26 PM Hi everybody, I'm using 3dsmax5, and I have to model a series of chains, but messing about with traditional IK proves to be too much hassle. Is there a way of making it very easy to setup chains? The chains are fixed at both ends and hanging between two objects. I'm looking for getting them in the right shape, you know, that parabolic arch.
Can it be done easily with Reactor or some other plugin? again, traditional IK and manual placement will take too much time..
Thanks in advance for any usefull tips :)
|
|
edaddy
02-26-2003, 09:34 PM
i haven't used reactor too much but i would say that you could set them up w/ 'simcloth' (<- excellent FREE plugin), just make them rigid bodies.... if i have time(i'm at work) i'll try and test this out and post again
proteus2002
02-26-2003, 09:35 PM
you can use a pathdeform modifier and use an animated shape for the deformations.
or a skin modifier with a spline as bone.
the vertexpoints of the spline can be linked to the objects with a linked xform modifier.
edaddy
02-26-2003, 09:58 PM
ok i just tried the simcloth thing w/ 7 links in the chain and it looks pretty accurate and took about 20 sec per frame to calculate. i'll post the test avi or max file if anyone can host it for me
Stroker
02-26-2003, 10:47 PM
Not sure if you want them to move or not. If not moving too much, I would recommend pathdeform as already mentioned. Getting them to sway and stuff with pathdeform with the chain not getting too funky can be tricky. Umm... something like that.
http://www.neilblevins.com/cg_education/tentacles_and_chains/tentacles_and_chains.htm
BrandonD
02-27-2003, 12:07 AM
I had some tricky chain stuff to do on "Final Destination 2" where intially I tried doing an RBD sim. In the end though, a more flexible and faster approach was to do a reactor rope sim. Then snap instanced chain link objects onto the spline using Path Controllers with a single key. This constrains them along the spline as it moves.
The one caveat with this technique is that it doesn't work as reliably up close and is most useful when the chain is anywhere but close-up.
Reality3D
02-27-2003, 12:40 AM
Cool tip!
riley_ag
02-27-2003, 03:12 AM
There is a script on scriptspot called chainmaker, Haven't messed with it much, but might be just what you need
Renzsu
02-27-2003, 01:49 PM
Wow, lots of usefull stuff! Thanks all for the tips! Unfortunately I can't test them out until the weekend.
Oh and the chains don't have to move, it's just for getting the chain in the right shape. I would do it manually, but there are quite a few chains in the final object, unfortunately because of NDA's I can't talk about that too much :(
CGTalk Moderation
01-14-2006, 12:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.