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View Full Version : War Axe early W.I.P and help needed@


snips
05-01-2007, 08:54 AM
The WIP is a simple ambient Occlusion (R10) render with just a little bump in the metal part of the axe.
http://img220.imageshack.us/img220/8111/axerenderoclwipju2.th.jpg (http://img220.imageshack.us/my.php?image=axerenderoclwipju2.jpg)

I ve got two problems so far.
1.The leather grip, is a SweepNurbs made by a helix spline and a circle (as elipsis) spline. Whatever render settings i tried to get a render from behind i get this strange line,:
http://img220.imageshack.us/img220/1586/axeproblemjs7.th.jpg (http://img220.imageshack.us/my.php?image=axeproblemjs7.jpg)
2. I want to make the axe to bend a little. Problem is i dont know how to make the spikes (2 cones which have made afterwards) to follow the bending. The axe is under a HuperNurbs object.:

http://img220.imageshack.us/img220/7357/axebendproblempl8.th.jpg (http://img220.imageshack.us/my.php?image=axebendproblempl8.jpg)

Thx in advance.
Snips

basilisk
05-01-2007, 10:28 AM
put everything in a null and apply your bend deformer to that

Darter
05-01-2007, 10:41 AM
Also, to prevent the cones from being subdivided by the HyperNURBS object use a Stop tag. If the Bend deformer is in Limited Mode and the cones are outside of the deformer cage, they will follow the axe without being deformed.

snips
05-01-2007, 11:20 AM
put everything in a null and apply your bend deformer to that
I do have a null object...but...
Also, to prevent the cones from being subdivided by the HyperNURBS object use a Stop tag. If the Bend deformer is in Limited Mode and the cones are outside of the deformer cage, they will follow the axe without being deformed.
i did not know that....
Worked Sweetly!!!:thumbsup: Thanks m8. BTW cones (spikes) were out of the HN object already.
Now i still cant fight the problem#1....

snips
05-01-2007, 11:45 AM
Ok. i am uploading a similar SweepNurbs file for you to check what i mean exactly.

Darter
05-01-2007, 12:49 PM
You need to uncheck Parallel Movement in the Sweep NURBS.

snips
05-01-2007, 01:25 PM
You need to uncheck Parallel Movement in the Sweep NURBS.

RIght....but i found out that i have to UNCHECK banking also. Cause with parallel movement unchecked only i still got strange sweep formations.

THX for all your help...:wavey:

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05-01-2007, 01:25 PM
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