I have a issue with control over path-deformed (WSM) objects along splines in 3Ds max. I all comes down to when I can not utilize rotate and twist along the whole spline, using the pathdeform twist and rotate, but I need to twist/rotate only a specific section of the spline.
Here is an current example:
As you can see in the image above I have used the pathdefomer settings to get all but the end of my object rotated and twisted correct along the spline. What I want to do ist to rotate back only the last section of the object.
I can not find any way to rotate spline vertices at a local level, nor does rotating the sections fix this.
Anyone here that have a solution to this?
The spline path will be used to bend many different objects in the same way, so a local solution affecting the spline itself would be the best, but any solution is welcome.
Thanks in advance.
Replies
You would have a lot more control over Twist, Scale and a few other things.
So basically the spline handles move on the last axis clicked.
The lofting will not work as I need to path-deform a series of objects to the spline.
Mark: As for moving, adjusting the handles, I guess you are talking about the bezier handles? I know how to move them around but how ever i try to manipulate them I jut can not get the kind of rotation around the spline that I want.
Here below I have tried to illustrate this. I can move around the bezier handles all i want in all directions but I just can get the twist shown to the left to happen by modifying the spline at any level...
If this can not be done by modifying the spline, any other option out there that is still rather nondestructive?
You can "TRY" to apply a SplineIK modifier to the path, which will place dummies at each spline knot (if you click create helpers), then you can skin a copy of your mesh to those dummies and rotate them. But that is destructive and you have to adjust the skin weights to actually get good results.
With a lot more setup you can probably set up some kind of bone chain that is constrained to the path and has helper objects position constrained to the bones but have their rotations free? OR something similar... I remember doing something like this years ago with straight sections of tunnels but they didn't really make hard twists like what you're attempting to do.
But yeah for as cool as splines can be, it would be awesome to have a simple rotation parameter to tweak. Maybe someone else knows something I don't...
I got around this recently in a hacky fashion by using an ffd modifier under the path deform recently - its hardly precise but i guess you could use a twist modifier instead
Id probably use a loft for this as you have control over the twist.
Theres nothing stopping you referencing the path spline and deleting segments you dont need for each of your other objects
If that didnt work id bite the bullet and rig it properly
this would also be my method, on top if yo do not like the twist panel, you can add the same shape a couple of times and twist every added shape by hand.
A final questions though: Any other 3D app, modo or maya for example, that could do this simpler - like just having rotation control on the spline segments - without lofting? I know how to do it in Zbrush but that will not do for this project.
https://simonfuchs.wordpress.com/2014/08/17/tutorial-adding-detail-to-your-highpoly-objects-using-the-slideknit-script/
I tried something similar a few years back when using a uv-plugin in max... maybe it was textools. Anyway tat plugin does notwork well with my current version of max.