Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 16-09-2014 , 07:04 AM
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how to do this?

Hi all,

I am wondering which tools or workflow would be the best to get this right.
I am trying to "shove" objects over, or along, an existing curve.

example: starting with a bunch of poly-cylinders and non-linear twisting them, I get a cable, the center still being a straight line. Now I would like to drape this cable along a skull.

Next I draw a cv curve on a skull ( skull set to live) - no worries here.

After this, I would like to get my cable follow nicely along my curve.
I tried with wire-deformer, but this deforms at certain areas, breaks up in others... doesn't look like the right tool.

Also I tried to extrude a cylinder along this curve, works well but does not offer same degree flexibility in modelling the cable ( tapering the ends etc).

Any ideas? Many thanksuser added image


Jill

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# 2 16-09-2014 , 02:28 PM
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# 3 20-09-2014 , 09:49 PM
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create a set of cylinders, delete some parts so you end up with only cylinder-caps, combine them all, add a curve to drive them, select the mesh + the curve and extrude, add divisions and twist to it


user added image


I remember i did this for this characters hair https://www.facebook.com/MarcusRalma...type=1&theater

allthough i dont remember how i got a equal twist to his hair, somehow (in the animation tab) i subdivided the curve to have equal distance between the divisions, which made the twisting part look the way i wanted to. (you will notice what im talking about if you try this)


to have them closing together in the beginning and end just select the mesh and with soft selection you can scale the beginning+end vertexes in X/Z direction


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Last edited by Skalman; 20-09-2014 at 09:58 PM.
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