I would just use the initial helix (only with more loops and longer), combine them, then use them as a single mesh, but how to use this bend deformer that everyone's talking about? Can someone tell me where I can find it, please?Ok... Here's another idea. Model a straight strand of DNA. Use the twist deformer to twist it into a helix. Duplicate this a few times to make a strand. Combine and mesh the mesh, then use a bend deformer on the entire mesh.
I found it already but thank you.Select your geo
Animation menu set > Create Deformers > Non-linear > Bend.
Rotate the bend control to be parallel and the same length as your DNA strand. Then increase the curvature in the channel box (3.14 will give you a full circle). Make sure you have -1 to 1 in the low bound to high bound.
I can just fill in one gap with the lines and then duplicate them in the same shape for each gap, as they're all same size. Once I'll combine them into a single mesh, I just put in a bend deformer and it will be perfect.Here is a method I developed for creating a helical curve along a path. It has many applications including modeling a rope, cable, twisted wires, and other organic helical shapes. It has advantages over using the built in helix primitive in that you can control the path of the helix precisely.
-Rick
https://youtu.be/4QoQqt4yoXo
For the bars that go between the helix you can use an animation snapshot. I have a tutorial someplace on the site for creating a chain and fence posts that demonstrates that workflow. The idea is you sweep a bar along the same path as the one used for the helix and key it's rotation at each cv along the path.
Cheers
Well I'm still thinking atm, trying to see which way would work and what / how it will look in the end + the animation effects must be considered, as I want the circles (not as elliptic as seen in the picture) to rotate like a disc but also revolve around that sphere in the center. If I'd make them elliptic, they'd be hard to rotate like a disc properly (unless fluids or something are used, or there's some other trick to make them move while following a precise trajectory that changes the chain shape at the same time).Once you create the double helix elipse you can delete history and then the issue of double translation will no longer exist. Then you can delete or save all the construction curves, combine just the double helix surfaces, and animate as you wish. But if the other method is working for you then that is cool too.
So that way could there be made an ellipse's rope that does a disc-rotation without modifying its shape? (kind of like water going through an elliptic shape, following it).You can make any path. That is the point of the method. But as you say if you just need a double helix that follows a circular path then the other approach would most likely be faster.
A bit flat though.This is one I made with just a helix but I do think ctbram solution will work better............dave