|05-16-2013, 12:58 AM||#1|
Join Date: Feb 2006
I wondering, how to animate a rope ball, I have a straight rope, and my character starts making a ball shape with the rope. but not sure how to create this type of animation.
please see the image for reference, doesnt have to be exact, just to make a ball with a rope.
Thank you for everything.
|05-16-2013, 06:25 PM||#2|
Join Date: Jun 2002
Create a curve with lots of cvs for the rope then do nHair:makeSelectedCurves dynamic. Set pointLock to None on the created follicle node, and enable self collisions on the hair system. Set the hair width to the thickness of your rope. Create a mesh to roll the string onto and do nMesh: make passive collider. Select the end cv of the rope and the mesh and do nConstraint: point to surface to attach the rope. Then rotate the mesh to wind the string onto it. You could also grab the rope by using additional nConstraints. Note that you can animate the attachment by animating the enable on the constraint...(max distance constraints can be useful for this), like a hand grabbing and releasing. I would make friction on the rope high... perhaps 2.0. Perhaps even a little stickiness might be of use.
Due to the number of cvs you will likely need to make the stretch/compression resistance high and increase substeps a bit. As well you might want to use some bend resistance and a little damp if it is a stiff rope.
Note that in order to best handle twist without flipping (in terms of texturing) on the rope as it animates you may wish to do convert: pfx to poly on the hair system to create the geometry, instead of extruding down the curve. Assign a brush to the hair system first and make global scale on the brush 1.0 and brushType = mesh. You can then adjust the cross section on the brush so that it is not just a triangular tube. (without a brush assigned the hair system only outputs triangular tubes for each hair)
Last edited by Duncan : 05-16-2013 at 06:30 PM.
|05-16-2013, 06:25 PM||#3|
Lord of the posts
Join Date: Sep 2003
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