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View Full Version : Need help on on wrapping issues!


raylistic
11-01-2007, 11:41 AM
Hi all, i been thinking of how to make this effect for a long time. Anyone has any idea how to create the pouch and wrap it around an object? As shown in the pic: http://www.ripcord.ws/graphics/pouches/lbfivesmall.jpg

One thing to note is that i have to use dynamics to animte the strings attach to the pouch, and the pouch will release the ball after reaching a certain angle. Any idea anyone? i have tried using soft bodies and maya cloth but i cannot get what i want. Rigging and Deformers are not encouraged as i need to whole thing to run as simulation. Maybe in the middle process i am wrong, please show your guidance. Thanks! =)

P/s : If you really need to know what simulation i am doing, it is a Trebuchet .

animalunae
11-02-2007, 07:12 AM
Well, you will agree that cloth and soft bodies don't support anything right? I've come to the conclusion that anything soft has to be driven by riggid objects in order for them to support a weight... What you could do is create a surface of rigid pieces (don't make them collide each other, but make them all collide the mass).

It's however not easy to do it all by sim, unlocking the pouch is a mechanism with a lot of wire work and again, maya wires don't support any weight... unless you build the weight out of a number of rigid objects...

My advice on this is work in steps, bake the stuff that works, cause running the entire simulation will get you only moderate results and a lot of grey hair :)

Good luck

raylistic
11-03-2007, 01:19 AM
Well, you will agree that cloth and soft bodies don't support anything right? I've come to the conclusion that anything soft has to be driven by riggid objects in order for them to support a weight... What you could do is create a surface of rigid pieces (don't make them collide each other, but make them all collide the mass).

It's however not easy to do it all by sim, unlocking the pouch is a mechanism with a lot of wire work and again, maya wires don't support any weight... unless you build the weight out of a number of rigid objects...

My advice on this is work in steps, bake the stuff that works, cause running the entire simulation will get you only moderate results and a lot of grey hair :)

Good luck

Hi derbyQsalano,
thanks for the advices! They are really veyr helpful. I am testing and running the simulation right now. :)

Als
11-03-2007, 03:04 PM
I would use nCloth for pouch, and hair for ropes, use passive ncloth for ball.
Mechanism doesn't need to be literaly the same as in reality, but close enough might do.
On the hair side, this should work, but even that could be replaced by using ncloth constraints. I guess it would need a lot more investigation on my part to understand how the rope stuff works, but maybe this is enough ? If you use constraint to keep things together, and then animate disconnecting it, it should work...


Als

raylistic
11-05-2007, 06:42 AM
Hi all,
I got a problem while setting my trebuchet to work in maya dnyamics. I tried parenting the objects together but no matter how, some if not all will need rigid bodies and constraint. The main problem is joining objects together, not only will i get interpenetration problems, the results always go the opposite way i want them too. And just a simple swing, will always gives different problems, like the rod will swing out of position, if not the counterweight. I have tried lots of ways like parenting and orient, but i could not get them working the way i want. So i am asking if anyone could look at my set up and point to my mistakes or maybe better workaround. Let me know, thanks in advance!

http://i45.photobucket.com/albums/f93/raylistic/CG%20challenges/trebuchetproblem.jpg

Als
11-05-2007, 09:14 AM
While maya dynamics are great, they are not perfect.
So, I would suggest to lose any "simulation" you don't really need, like for example biggest midle part. This would just rotate anyways, so you might as well animate that part.
Just use dynamics on catapulting the object, and don't take everything too literal. It's more difficult recreating everything fatefully, and it will take much longer time to simulate too, without really the need to do so. What counts is result animation, not how you get to it.
Picture is great, can you explain some more what needs to happen...

Als

raylistic
11-06-2007, 10:29 AM
Hi, these are what i have in mind:
http://i45.photobucket.com/albums/f93/raylistic/CG%20challenges/trebuchat_sketch.jpg

Storyboard Sketch:
http://i45.photobucket.com/albums/f93/raylistic/CG%20challenges/trebuchat_storyboard.jpg

http://i45.photobucket.com/albums/f93/raylistic/CG%20challenges/trebuchat_storyboard2.jpg

Let me know what you guys think!

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