View Full Version : modelling rope wrapped around poles??

02 February 2005, 02:18 AM
just wondering if anyone knows of a good way of modelling a pice of rope wrapped around 2 poles which r positioned in right angles to each other? i've tried using a curve but it takes a long time to position all the points so it wraps around them realistically plus i get lost cos the points sit just off the curve so i lose track of which point affects which part of the curve!

make any sense?

any help wud be great thanks

Naisa Evoli
02 February 2005, 03:14 AM
how exctly are they wrapped around. Like just loosly wrapping around them, haning and drooping of them, or like tight wound at the joint holding the two poles together? Or other?

02 February 2005, 06:40 AM
the rope is supposed to be tightly wrapped around the 2 poles holding them together at a point

02 February 2005, 06:44 PM
just make a path with a spline, and a spiline shape.. use a mapping/bump to to give it a rope feel. and you got your rope wrapped around something, so basicly jsut draw the top with a spline, get a circle, and turn the path into a mesh, and texture it, and you have it

02 February 2005, 04:53 PM
Something like this?

Make a cylinder, make an unaltered copy, twist the original about 500 degrees. Convert to poly, select a verticle edgeloop. Convert to editable spline, apply mesh. Move the unaltered cylinder to the exact position of the twisted cylinder. delete twisted cylinder. you now have rope wrapped around pole

02 February 2005, 06:12 AM is basically what i'm after, a very tightyl warpped bit of rope holdin the 2 poles together.
i'm usin XSI 4.0 if that helps anyone??

cheers for the replies so far though:)

02 February 2005, 09:39 PM
i think you should ask yourself how detailed does it need to be? i.e. how close are you going to see this part of the model.

you may be able to get away with not actually modeling the rope with all the twists and turns. could you just model a frapping ( thank you boy scouts...) 'lump' and give it a rope texture?

i dunno...


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