I'm not the expert here (damn) and don't know that much but consider this:
Make another layer in your rope object and make a spline with many (maybe even max 200) points. Then for a neat trick I learned recently. Extrude the spline to one side. Then Delete the newly created points. Now you have a two point poli chain. All done... in modeler.
Switch over to Layout and in the object properties, under dinamics add cloth dinamics to the spline. You might also consider adding a custom object (I believe ShowCurve) to see the spline.
Now, using some carefully placed collison objects you can animate your spline rope to bend in whatever way you want around the collison objects. After you're satisfied with the results go to the 'real' rope Layer and in the deform tab, like CrazyMerlin said, add hard_link to link to the spline layer. I'm not entirely sure but I think one should be parented to the other. I'll look into it and edit the post.
P.S. Yeah, you need to parent the real rope to the spline rope in order for hard link to work.
Anyway....when you play through the animation, the real rope should follow the spline-rope's trail. After you're happy with the shape of the rope you can save the deformed object and that's that.
Hope it helps...
:beer:
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Last edited by NoStr0m0; 06-09-2005 at 08:04 PM.
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