I was wondering if there are any tricks/tips on modeling a pile of coiled up hose, without looking boring and generic.
I plan to do a bake down, so whatever method gives me good results i'm willing to explore them.
-oh i'm using max 2009.
Here is what i'm trying to achieve:
Replies
Open the reactor panel by rt-clicking on a grey area of the interface, add the meshes that the rope is going to collide with to a rigid body collection [ first icon on left of the panel] set the objects that need to stay still as inactive from the properties panel in reactor [ 4th panel from the end/right].
with the rope/hose selected add a rope collection [4th icon from the start/ left]. Change any settings on the rope for more friction / radius .
Hit analyze world [3rd icon from the end/ right] to make sure reactor is all setup properly, some meshes may need their collision type changed.
use preview animation [2nd icon from the end of the reactor panel] to run the simulationand use the MAX>Update MAX menu to update the contents of the view port.
bam simulated rope!
Quick vid if you want it[ here ] no compression atm, I want sleep more than that.
-create a cylinder in roughly the right shape with as many edgeloops as you need coils,
-remove the top and bottom,
-join one set of cross sections so the edge loops helix rather than are contious around the cylinder
- roughly ffd into postion
- use cloth simulator to drop onto mesh
-select coil edgeloop and turn into spline
this should hang nicely now
I really like the reactor way that drachis explained (one on the left), but I couldn't figure out how to add more edge loops to my spline to give me a smoother simulation.
So I tried cloth modifier (other one) and ended up with something that took 30 minutes to simulate only 17 frames. To say the least, i gave up on that shit. The mesh had double the support edge loops, around 17,000 tris.
if anyone could point me in the right direction to increase the quality of the spline that would be sweet.
heres some picture action!
i tried with a helix, and with splines and the results weren't that close to the picture breakneck posted
maybe SHEPEIRO or vig could ellaborate on their way of doing things ?
and breakneck could you post your settings for the scene you posted ? rteactor and helix/spline-wise ?
I made the vid while half way to sleep so it may not be the magical do all for this process
umpf, sry, you were half way to sleep and i was half way to waking up. i decreased the friction to 0,0
the simulation works fine now
the result floats in the air though. i have to move it around a bit so it perfectly fits the box. kind of a weird problem, i guess
edit; found it
in the utilities panel mess with the Col. Tolerance, seems to fix that right up
thanks for all your help, Drachis
still got a weird ghost collision around the box - you can still see the effect in the bottom right wrapping around the box - but I just hand edited the spline after the sim to get it to place right.
-many thanks
but i guess, since you worked on it so many hours, you already tried that solution
looks very nice, what you set up there
could be interesting to see the setup before simulation ^^
You might have been adjusting just the cloth? Which will stay on if you set a piece of cloth to a collision object then set it back to cloth. With it set back to cloth the properties are ignored but they are not grey'ed out and you can edit them. Kind of confusing, its a long standing bug.
You need to adjust the depth/offset with the collision object selected in the list.
To pin specific pieces to the world such as hanging wires on a wall.
- Select Group (sub-object of cloth modifier)
- Select the verts to be pinned, click Make Group.
- Select the group and click preserve.
- Simulate and the hanging bits giggle and dance.
After the group is created you can go back in and edit the group by clicking it. You can add soft select or change the selected verts. Just make sure to click "change group" when you're done otherwise the changes won't take effect.
Now that you're a cloth master you can drop all kinds of things, tarps and bed sheets over boxes or beds, skirts and shirts, all kinds of stuff. ProOptimize is great for reducing high poly objects. It makes a mess but in static environmental art it doesn't really matter much.
If you need cloth to follow an object:
You first skin the cloth object and then apply cloth and preserve the verts in a group the same way (preserve just means preserve the previous motion in the stack).
This works great on capes, dresses, skirts, scarves ect... So the cloth can follow an object and takes its motion into effect as its simulating.