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| Notices |
| The Unchallenge A forum for "unchallenges" where users can post models or an idea so that the group can work together to solve the problem, develop new techniques and share thoughts about a particular topic. Kind of like a challenge but without a deadline. |
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#2 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,375
Name: Joel Callahan |
I had to do a fancy bow ribbon and wracked my brain for a long time.
I ended up doing a spline and when I got it exactly how I wanted, I converted it to a poly, applied a UVWMap modifier, and then put a nice, silky texture on it. I'm thinking the same thing could be done for rope. Top view, draw a straight line/spline with a lot of verts, then start twisting it with the handles. Just an idea, but I'd love to hear what else others come up with. |
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#3 (permalink) | |
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Veteran Member
Join Date: Dec 2005
Location: Arlington, Texas
Age: 43
Posts: 864
Name: Claudio Branch |
Quote:
Create a spline that follows the path of a standard knot. Create 3 circles and attach all of them. Add an Extrude modifier, a Twist modifier and Meshsmooth modifier. Collapse to Editable Poly. Select your rope and add a PathDeform modifier to it. Select Move to Path and click on the spline that you created earlier. Knot Easy? Not so much... |
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#5 (permalink) |
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Veteran Member
Join Date: Dec 2005
Location: Arlington, Texas
Age: 43
Posts: 864
Name: Claudio Branch |
Just trying to help a guy out...
Getting the spline path drawn cleanly is the real challenge on this one. The rest is just knowing a few modifiers to throw into the mix! |
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#7 (permalink) |
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Veteran Member
Join Date: Dec 2005
Location: Arlington, Texas
Age: 43
Posts: 864
Name: Claudio Branch |
You do realize that you have to create two separate entities?
The braided rope and the knotted spline which serves as the path for the Path Deform Modifier. Be sure to use the WSM (world space modifier) one. BTW, how are you using a knotted rope in your scene? |
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