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bnine

Rigging a strap / chain

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  • Hey @Cerbera, how is my model looking? Don't stress it if you got loads of stuff to do, I appreciate the help you have already given me :)

    Regards
    Ben

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    Sorry dude - didn't see your May 10 reply for some reason.

    Your work looks totally fine so far - well done for doing that so accurately. 

     

    Next step is to bevel deformer the low res mesh group so that we get slightly rounded ends to those low res blocks. As they are now, they will only be able to move a tiny amount before being stopped dead by a neighbouring section, and the bevels, which we will nail into the mesh when perfect should allow that movement to be a lot looser and more reasonable...

     

    I'm off out for a bit now, but will experiment to find you the best settings for that if I get some spare time later tonight...

     

    CBR

     

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  • @Cerbera Thanks man! 

    I think I've beveled them correctly to give more air between mesh-cage. Was not quite sure how to set it up but I think I got it. Have a look:

    2.thumb.png.29c56b3f67315fcb813a635d61f7855d.png

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  • Struggeling a bit with uploading images to C4D cafe. But here is another view @@Cerbera 

     

    Capture.thumb.png.8915d8d4b84f419bd322a28252469493.png

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  • I've tried to duplicated the result in one of the project files sent over in previous posts but my cage gets all whacky and I dont know how to connect the cage to the mesh. Not sure what I am doing wrong or not doing at all. Do you have any spare time, @Cerbera?

    Dont stress it if you don't :)

    Ben

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    Oh man - I started writing you a reply when you posted this, but then got buried under a hurricane of work - sorry about that.

     

    We need to test that cage mesh you have built with the spline dynamics of earlier. If you are saying that goes mental, we need to solve that first before we do anything else.

     

    Let's copy that low poly cage to a new scene, then bake it down to a single mesh with COaD, and attempt to make that work with the dynamics. Do that for me, and if no joy, pls upload that version of the file and I'll take a look this evening.

     

    CBR

     

     

     

     

     

     

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  • No worries, @Cerbera. I will try that as soon as I can, hopefully later today if I have the time. Just wondering because I couldn't find the answer from google, what is COaD? 

    The cage actually is just whacky in the beginning, but after playing it through it falls nicely like a strap would. But from frame 1 - 30 (roughly) it is for some reason rotated the wrong way and "whacks" in to position (if you get my point :) ). 

    I know all of this stuff is probably a bit above my skill-level, but this is for a personal project / self-development project and I truly appreciate the help, @Cerbera

    Thanks, man! 

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    COaD = Connect Objects and Delete (from right click menu in Object Manager). You might have to make the cloners editable objects before you do this, by selecting them and hitting C (make editable).

     

    We can probably fix the other issue by playing through until the first point it seems stable, then stopping it there and hitting Set Initial State in the Spline Dynamics properties...

     

    CBR

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  • Thanks for the reply! I tried COaD'ing my cage but it's still the same. I got a feeling that it is my spline that's doing it. I'm not sure how I would set it up since there should be two splines technically. One on each side to get a realistic bend and slight twist. Im not quite sure where the spline should go (in the middle of each link or between. And what is a rail and why do I need that?). 

    I've uploaded my file below for you to view. 
    Casio_0039_c4dCafe.c4d

     

    Thank you. Again. 

    Ben

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    Yes - Connects are no substitute for a single editable mesh here, so I did that to (copies of) both your cage and the final mesh.

    Then we needed the rail which is what is responsible for stopping that rotation thing at the beginning you were getting...

    Then I had to re-align some stuff and make some subtle changes to the Splinewrap, and then things started doing what they should be doing...

     

    OK, so here's the base of that setup working with spline dynamics, rail, object collisions and the mesh deformer, so we have reached Level 1 - we've established that the plan might work ! :)
     

    Casio_0039_cbr.rar

     

    Next step is to work out how we will manipulate the rail to facilitate any twisting you need going on, and I'll have to have a think about that, because really we need it following the dynamics of the first spline whilst also doing its own independent thing down the length of it...

     

    I think I need to know in quite some detail what animation you are planning now, so I can find us the most suitable way forward...

    Depending on what sort of twisting you want we might be best doing that with otherwise animated, non-dynamic splines, or via invisible colliders if we find the rail too difficult to manage whilst also keeping it proportionally relational to its source spline.

     

    CBR

     

     

     

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