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View Full Version : Ropes: Animating


Clockwork
07-18-2003, 10:27 PM
Let's say I have two objects, and want to put a rope between them. I want to be able to move the objects independently of each other and have the rope keep them connected, sort of like two people holding a jumprope, they can move around seperatley and the rope reacts...
Any Ideas?

mouj
07-18-2003, 10:34 PM
You could try Reactor (http://www.discreet.com/products/reactor/)'s rope system ?
(requires Max 3.x, 4.x or 5.x)

mouj

pencil-head
07-19-2003, 12:24 AM
http://www.3dluvr.com/content/article/87/1

try this tutorial. you'll need simcloth. the good thing is that its free :D

BrandonD
07-19-2003, 10:33 AM
You'd be surprised how well this works in R5 with Reactor rope. You can setup a rope as a constraint between two independant rigid bodies using the AttachToRB modifier. This will allow the rope to affect the RB and the RB to affect the rope without causing a cyclic redundancy - very cool!

Clockwork
07-20-2003, 07:36 AM
Ok So I've got all the rope dynamics working great, (using Reactor - Wow an amazing and powerful tool!) the dynamics are all there, I've run the simulation and wonderful,....but

My Rope is a spline, I am not sure how to link each end of it to two seperate control objects. If I use link, it just links the whole thing, is there a way to just link one vertice on each end to a seperate control object - like say boxes or something?

Clockwork
07-20-2003, 11:07 AM
UPDATE: Well it looks like for whatever reason I can't get reactor to behave the way I want... the rope part is great, it moves as I would expect, but when it comes to animating the end points of the spline so the rope can move in a direction other than down, it's impossible. When i start the simulation, the rope stays exactley where It is, and the end points animate... frustrating as all heck tho.... I hope someone has a suggestion, remember the end points need to be animated or attached to completley seperate objects................................

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