From the top of my head, I would look into simple deform modifier to twist the cables or model a tiling twisted segment, followed by an array and curve deform modifier. Checking "Stretch" and "Bounds clamp" for the curve can be useful. Good luck ๐
Does anyone know why the curve bends like this? It's supposed to run along the two black curves underneath but it seems "off" for some reason. Any ideas why?
For these types of shapes, I often find it easiest to model one short segment, bake it out, and then deal with duplicating it along a curve. In a game you might even use a 2d card and spline thicken for wires like this.
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First video in the search results :)
https://www.youtube.com/watch?v=MXUZ55VV3EI
From the top of my head, I would look into simple deform modifier to twist the cables or model a tiling twisted segment, followed by an array and curve deform modifier. Checking "Stretch" and "Bounds clamp" for the curve can be useful. Good luck ๐
Just because it's the first, doesn't necessarily mean it's the most efficient.
If you're focused upon efficiency then probably geonodes is the way to go, these days ๐คจ
True. I find the curves approach still to be the fastest though.
Fair enough
Does anyone know why the curve bends like this? It's supposed to run along the two black curves underneath but it seems "off" for some reason. Any ideas why?
IMO it's simplest way.
Do location of curve and mesh match and is scale applied?
What do you mean by applied scale?
What do you mean by applied scale?
Has a scale other than 1.
I believe if the mesh is scaled it will have an effect on the modifier result.
For these types of shapes, I often find it easiest to model one short segment, bake it out, and then deal with duplicating it along a curve. In a game you might even use a 2d card and spline thicken for wires like this.