the simplest way - create a bone chain. Make each bone the size of a link. Weight each link 100% to the corresponding bone. Wrap the bones around the model. You could PROBABLY go as far as linking the bones to a cloth helper, using it to get the nice wrap.
So I have this mesh: I want to take this and wrap it around my character's arm. I'm having trouble finding the right modifier for this job. Most of what I've tried alters the mesh of each link in odd ways. So the chain isn't able to keep it's form. Anyone else ever run into this problem, or have a solution/tips for me?…
Another thing you can try is to use a bend or path deform WSM one since it gives better results. With the bend you can try and give it partial bends then tile the chain link to avoid deformation, instead of just making one piece wrap the entire 360. Alex
Im sure this is what Dave meant: Hopefully Im not confusing anyone further I didnt get good results until I made the chain closer to the surface, and set the falloff of the skin wrap to .001
OoOOoo...that's sexy. I think I'll give that a try when I get back home. As far animating it transitioning at the wrist, I was thinking I'd keep the parts wrapped around the forearm/hand static, and only animate from where he has a grip on the chain to the end of it. Hopefully only a few testicle hairs will be lost. :]
I tried the Path Deform, and I wasn't getting solid results with it. I ended up using a Spline IK Solver to pose it the best way possible, then killing that and tweaking each link manually. Ultimately, part of the chain wraps around his forearm and hand, and turns into a spiked weapon of sorts. So, I'll need to revisit…
I think the splineIK solver was a good way to go. I'm not sure the design is the smartest, that could be a nightmare to animate the chain transitioning at the wrist... But sometimes we don't get to change the design and it sounds like you're stuck. This is one reason I like concept artists who know technical limitations.…
You could try turning each link into a rigid body, and arranging it via physics? Inside the Havok simulator, you can manipulate things around. I'm not very experience with 3ds physics so I'm not sure, but its definitely possible.
Depends on how sophisticated you want it to be. I did something similar at work and I manually moved each link. With it's pivot set to the center bottom (same position as if you were to move a real chain link in life). Didn't bother weighting it if I could achieve the pivot point with a faster way. Each link was its own…