hello all. i posted this issue in ice thread as well. i going to do some tubing for my robot as you see in snapshots. because there is a lots of tubing manually the process is really painful for me. i looking for a method to create tubing meshes using curves, maybe the ice strand is the solution but i don't know how. please share with me any idea about this with a brief step by step is it's posible. any helps are appreciated. cheers
tubing using curves
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Re: tubing using curves
Created a short video to show you how to rig a polymesh tube. While strands may be one approach if you have to end up creating actually geometry and placing by hand for maximum control this simple rig may help.
Re: tubing using curves
and then you can use this:
http://frenchdog.wordpress.com/2009/02/ ... nd-update/
Mod Edit: Use URL Tags Ahmidou! - ET
http://frenchdog.wordpress.com/2009/02/ ... nd-update/
Mod Edit: Use URL Tags Ahmidou! - ET
Re: tubing using curves
Thanks a lot Eric for this, much apreciated
Re: tubing using curves
thank you Eric, that was very helpfull, i'll use this in my project for sureEricTRocks wrote:Created a short video to show you how to rig a polymesh tube. While strands may be one approach if you have to end up creating actually geometry and placing by hand for maximum control this simple rig may help.
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Re: tubing using curves
Inspired by Erics setup I played around a bit, because I need something like that myself, an came up with this:
It's got a little ICE compound for deformation along the curve. Far from being perfect but suitable for my needs.
It's got a little ICE compound for deformation along the curve. Far from being perfect but suitable for my needs.
I'm now part of an endangered species...
Re: tubing using curves
If you have a ton of curves this would probably be very easily solved with LK Lightning.
Emit a point from the base of the curves.
Emit LKLStrands from that point.
Put in a curve controller with a strong tangent strength.
Mesh the LKLStrands and freeze.
Or don't. It would update dynamically.
But LKL isn't free and this is probably overkill.
Emit a point from the base of the curves.
Emit LKLStrands from that point.
Put in a curve controller with a strong tangent strength.
Mesh the LKLStrands and freeze.
Or don't. It would update dynamically.
But LKL isn't free and this is probably overkill.
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