View Full Version : elephant nose
Robken 07-20-2003, 05:01 PM hi all.
i'm working on a character that has an elephant nose. the modelling isn't a problem, but to get that damn thing to react like an elephant nose is another thing.
I made 1 side of the nose, then mirrored it (as a copy not instance) I parented the first side to the second side. then I drew a CV curve and used the wiretool to combine the nose and the curve, so that the nose responds when one of the CV's of the curve is altered.
I made a softbody of the curve (duplicate and make original soft) then I parented the copyOFcurve1 to the head which I want to control the nose with (duh)
now whenever I keyframe the head. 1 side of the nose is pretty correct, only the bottom vertices are not responding at all. and the other side of the nose collapses and does all kinds of weird stuff.
I tried combining the two polysurfaces of the nose, and connecting the curve to that combined polysurface, but it's just worse. does ANYONE have an idea of how to fix this? :s
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Atwooki
07-20-2003, 09:34 PM
You will need to delete history after combining, check that your normals are all facing outward, and use the merge edges tool...
then delete history again.
After that put in your curve/setup....
- As a thought, why not try using the IK Spline tool, and make that curve a soft-body?
Atwooki
Robken
07-20-2003, 10:25 PM
thx man! i'm gonna try that out , and thanks for the IK tip, never really occured to me that you could softbody an IK handle :p
Atwooki
07-21-2003, 01:56 AM
You duplicate the CURVE, and either make that soft, or the copy of it....!
Good luck ;)
Atwooki
Robken
07-21-2003, 08:29 AM
I had a bit of trouble because the curve wouldn't move along with the joint, but then after about 3 hours I realised I just hadn't parented it yet :p
it works great now, thx!
Atwooki
07-21-2003, 09:14 AM
Nice one!
Atwooki
Robken
07-22-2003, 07:46 AM
another problem occured,
I made the body for the character, but now whenever the elephant nose moves, it doesn't take into account that it shouldn't go into the body. so it just goes right through.
I made the body a passive rigid body, any ideas how I could fix this?
and is there a way to get an object "unrigid" so take the rigid node out?
*edit* never mind, found it ;)
for the people that are wondering how.
create an active rigid out of the body, don't do anything with the head. but bind both of them seperatly, it won't work if you bind them together :)
pretty obvious I guess
Atwooki
07-22-2003, 10:04 AM
Robken :
I made the body for the character, but now whenever the elephant nose moves, it doesn't take into account that it shouldn't go into the body. so it just goes right through.
Is the trunk part of the same surface of the rest of the body; or was this only an interpenetration issue....?
Atwooki
Robken
07-22-2003, 01:56 PM
no, the trunk and the head are one object, and the rest of the body is another object.
TheWraith
07-22-2003, 03:55 PM
you need to select the particles for the softbody and make the body of the elephant a collision object for them
Robken
07-22-2003, 04:26 PM
damnit! it doesn't work anymore :(
I tried it my way and it just went throug the body.
I tried your way TheWrath, but now the trunk doesn't even move along with the particles, it just hangs still and rams into the chest caussing the chest to collapse :s
when I play the animation backwards it works :s, so I guess my normals need to be flipped, but I can't find the option for that?
how do I flip them?
TheWraith
07-23-2003, 01:23 AM
try deleting the cache for the particles and playback making sure the playback options are set to play every frame. i don't see why the chest would collapse if the chest isn't a softbody or skinned to the spline animating the trunk.
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