05-09-2005, 03:51 PM | #1 |
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rope around stick......?
I would like to wrap the rope around the piece of wood...how do i prevent it from going through?
The rope is rigged with bones and reacts ok but it doesn't see the surface of the stick...when i try to bend it around it Seems like a silly question but i can't get it right... viewnathan |
06-09-2005, 05:27 PM | #2 |
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Never done anything like that myself, but I believe using HardLink.
Not sure whether you would apply this to the rope or the wood, or both. from object properties->deform->add displacement->fx_hardlink ~~CM! |
06-09-2005, 05:34 PM | #3 |
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sorry mate
thats not doing the trick for me....(if i did it right)
can you be a little more specific? |
06-09-2005, 05:35 PM | #4 |
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give me 10 minutes and I'll try to do something similar and get back to you.
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06-09-2005, 05:45 PM | #5 |
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thanx
thanx for your help
i'm also trying but no results yet if you need the objects? ask me |
06-09-2005, 06:13 PM | #6 |
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Ok, sorry but I'm so busy right now. I'll have a look at the problem later, but I think the way you want to be heading is deforming the object based on the wooden pole.
Try checking the newtek site. |
06-09-2005, 07:41 PM | #7 |
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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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06-09-2005, 08:09 PM | #8 |
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:headbang: doh!
Or you could skip the part about doing the 2-point poli chain and the hard link and just make the rope liniar from point A to point B or from the origin, I believe it's down on the big pole there, to the end point (up). Then go to Layout and give the rope ClothFX and make some colision objects and animate them so they push the rope past the pole you want it to wrap around. Then save the transformed object. It sould also work and It's much easier.
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12-09-2005, 12:09 AM | #9 |
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I would probably use Clothfx and the internal collision effects within it instead of hardfx.
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12-09-2005, 02:01 PM | #10 |
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I only suggested to use hard link and a 2 poly dummy rope so he can avoid sqeezing the rope with the collision object. A 2 point poly has only one dimension so the collision object won't squash the real rope when you link it. Hopefully...
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