Hi guys,
I imagine that this will have spoken many times, or maybe not...let me explain please...
I pursue to make a continous cycling of a close shape, a simple close shape like a ribbon, band, tape...
I try to do by path follow / flow , by cloth dynamics...in the end, many many tutorials on the net but I have not succeeded...
At last, I make with a wire deformer (that introduces a texturing streching due to the deformer), but it makes the idea.
Ok,
until I know something better, this is what I have.
Its a cilynder, without the covers, a wire deformer to give the desired shape, and then rotate 360º the
original cilynder, so I have that...
The next problem is how to bake this to export properly in FBX to Sketchfab for example.
I try to bake simulation, bake CV positions, etc... but no luck.
This always happen:
It conserve the rotation of the base cilynder.
So my question is divided by two:
I'm sure there's a better way to do this (I try the famous tank tread rigging too, but this is a solid piece, not a tread composed by many parts).
But anyway, what about baking the final shape with the final animation out of maya? I imagine that any method will also have that problem.
Thank you guys, I hope I made myself clear,
my apologies if not
Cheers!!!
PD: using the ncloth method, it introduces random
movements due to simulation, gravity, friction, etc...so that doesnt give me a clean cyclic result.
Replies
https://www.youtube.com/watch?v=kiPn6orWwFg
Make a center bone, and "spoke" bones to each vertex in the loop. Create a curve from the geometry to use as a motion path.
Then look up how to make bones follow a motion path, probably find out that you can't directly do it, and try and follow whatever weird workaround someone posted on a forum in 2009. Or cry.