View Full Version : Creating even segmented cables...?
Gremlin 03-22-2003, 07:41 PM I saw a video tutorial where the modeler clicked like he was creating a line, but it created a 3D-tube.... now, I figured out you just turn on some stuff in the rendering rollout, butwhen you do that, the subdivision isnt equal...
*see attachment*
I want it to turned into a tube that has equally spaced divisions so when i go to extrude the segments (to get the segmented cable look) the segments will be equal.
is there a plug that lets you create cables like nurbs curves / lines (controlling the curve with CV's) but the end result is a poly tube with equal segments?
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Stroker
03-22-2003, 08:04 PM
I'm not entirely sure, but it looks like you have Adaptive turned on. Is that what it's called?
If you take a look around the Adaptive button, you should see some options for making the segments uniform and how many to use. I think...
Gremlin
03-23-2003, 12:06 AM
I checked what you meant... and you were close. There are 2 options Adaptive and Optimize. I was using optimize, which allows you to specify how many segments to use... but it doesnt make them uniform :argh: it just makes even more segments that arent the same size :shrug:
Im just trying to not go through the process of making a long cylinder, with segments, and then using Spline IK to bend it into shape because...
1. that takes way too long if im doing tons of cables...
2. the cylinder length is estimated.... it might end up being too short for the cable length I need!
Stroker
03-23-2003, 12:23 AM
I think your best bet is PathDeform.
Make a spline.
Make a cylinder with x number of height segments.
Add PathDeform to the cylinder and pick the spline.
Then use Stretch to make the cylinder match the spline.
You'll have to do some playing with it, but that's half the fun. You can even go back and add more height segments and stuff.
Other than that, I don't know how to get perfectly evenly spaced segments.
Reality3D
03-23-2003, 12:36 AM
Just Apply to the editable spline a Normalize spline modifier and you get it
LFShade
03-23-2003, 12:42 AM
That's an interesting method there, Stroker!
I'd Just apply a normalize spline modifier and set the segment length to the desired value. Then collapse back down to an editable spline and set the interpolation steps to 0 (with adaptive turned off) :)
LFShade
03-23-2003, 12:43 AM
Hah, you beat me to it, R3D :bounce:
Gremlin
03-23-2003, 01:54 AM
hey guys!
awesome, thanx!
the first meathod r0x, it's quite similar to what I use in maya... but the normalize is what i was looking for. thanx to everyone who posted! :D
I really appreciate it!
Cheers!
:beer:
edit: however, strokers meathod works better... the normalize is giving my trouble! :annoyed:
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