In 3ds Max or Zbrush. Trying to make a zip that goes along the edge of a jacket and it curves up to a lapel, so the upper part of it faces the different direction with a smooth transition inbetween. Tried pathdeform + clone, path constraint and whatever I could think of, but in the end it all boils down in arranging each zip small zip part manually which is a ton of boring work, because it always faces the same direction on a spline. Is there an easier, more effective way to make it? Something like this:
Replies
What about using a Twist modifier on all of the segments before you PathDeform?
You could use the Clone modifier to control your segments and use Rotate to turn the segments to get the same kind of effect as the Twist parameter. http://www.itoosoft.com/freeplugins/clone.php
You could also try using an FFD before you PathDeform but be aware this will distort the shape of the segments the lower amount of control points you use.
Hope this helps
Here's my max file, maybe you can look at it? The red/green mesh indicates the direction the zip should assume, green being the one.
Sounds like a whole lot more work, actually And there's like 150 of these small parts, and they all need to be at one distance from one another. I have no knowledge of skinning or scripting, unfortunately.
Sure, here you go.
You could really easily make a quick zip tooth and draw the path with a spline and then path constrain the teeth along it, this leaves it very easy to edit/change the path
Remember to check the model from viewing distance and assess whether or not it's worth putting your efforts into details that once textures, shaders and animations are applied, will hardly be seen.
Path constraint is nice, but it doesn't work for this situation. And it's not very convenient. At least I couldn't make it to work.
Tried it out and here's the max file incase you wanted to have a browse
and the maxscript I used to work out how many teeth I needed is -
you'll need to use "curveLength <spline>" on your spline to find the length of the spline first and then it'll work out the math for you alternatively you can just replace the the bit after "mul =" with a number of teeth that you want it to produce.