View Full Version : Problem making flexible tubes/pipes
ironsoul 05-07-2002, 01:48 PM Could someone give me a hand and suggest a way of creating flexible tubes/pipes between parts of a model. I'd like to create tubes between parts on robot and vehicle models, that will flex realistically as parts of the model move.
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I think the easiest way is to bind the tube with smooth or rigid skin.
cheers
goob.
svenip
05-07-2002, 02:14 PM
you could also use the modelling history. if it's a simple extrude along a path you could use the path to deform. if it's more complicated you could use a wire deformer for that. then just make the end cv's to clusters and parent them to the connections.
I have tried this technique one year ago. the problem is, that parenting the clusters wont work. you got to point and orient constrain them. after a half day of experiments with that I have decided to use smooth skin, because it is much faster to set up and easier to handle.
goob.
ironsoul
05-07-2002, 02:37 PM
thanks for the tips, I've tried something similar, but I was mainly having difficulty rigging the model for animation so that the tubes would flex "nicely" while maintaining their length....do those techniques you've both mentioned account for that?
svenip
05-07-2002, 02:46 PM
i think i saw a plugin on highend fixedCurveLength which keeps a curve at a certain length even if you deform the curve.
alternative you could use a chain of joints and a spline ik.
ironsoul
05-07-2002, 02:58 PM
I tried that plugin, but it only keeps a curve at a fixed length relative to its start point, I need something akin to an IK solver that can account for start and end orientation and stiffness.
I've tried using the basic IK solvers on a skeleton chain (to represent the tube), but they dont seem to work too well with more than 4 bones, nor do they take account of joint stiffness or preferred angle.
ironsoul
05-07-2002, 02:59 PM
bit of a circular reference using a spline IK solver :) as you need a curve to specify the shape to follow and it is that curve I want the IK solver to determine.
ZrO-1
05-07-2002, 03:00 PM
What about setting up a latice deformer. You could use that to control how the tube bends and flexes, just like you would around a knee or elbow.
other idea:
binding an nurbs cylinder with smooth bind
selecting an isoparm and duplicate surface curves
now you´ve got a nurbs curve ready for the spline ik.
ironsoul
05-07-2002, 03:17 PM
Got something working - a smooth bind to a 3 bone skeleton and an SCIK solver point-constrained to keep the bone ends attached to the cable termination points. Seems to work pretty well.
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