you didnt state I think what software you are using, or what requirements you have. Ill assume you are using Max cause I use it, and zero requirements for budget other than finished animation. Id use a series of the Extended Primitives > Hose these are great for this function as you can set the cap and bottom to be…
My actual panel is not this complicated. But setup is basically the same. Door has wires connected to the body and the required animation involves opening this door while maintaining all wire connections and door hinge points (i.e. door doesn't detach or disappear). I'm thinking of boning the wires that will be moving with…
Blendshapes could be an option and it's simple. You'd only need to animate 15-20 wires (which could be one object) to get enough movement for it to look good. And using 3 or 4 blend shapes would add variety enough for it to look different every time is opened. Just a thought.
Thanks for the suggestons guys. Re: blend shapes, yup...we're using unity which means I'm stuck with bones or basic transforms for the animation (no danglys or lattice deforms or blend shapes). Just got more info from our SME (subject matter expert) regarding this procedure I'm working on right now, so it looks like I…
Oh...Missed the Unity part. Soz. I know nothing about Unity TBH I think Vig's idea of two bones for the back and door sounds like a winner. Depends how much detail you want to get into the animation of the wires. This way will be great for just stretching the wires out but they won't swing or dangle really. Having said…
Humm... I don't know how well (if at all) Unity would handle blend shapes. Most engines choke pretty easy on vertex animation. I wouldn't model each wire, unless you're insane or its required. You could probably get away with wires painted on a few planes along with a few big bundles of wires. Then have the planes/bundles…
Using maya. To be exported as .fbx into Unity engine. Maya has spline ik. I'll try that out (and check out the tutorial link you've proivided). Thanks. There will be plastic tie clips to hold bunches of thin wires. So I might start and terminate the rig(s) at those junctures.
Id try to map all the wires onto small groups of planes bent into roughly the right shape, then either deform or bones it into the correct shape. Ive done similar things before, but never for a real time application. Hope it helps -N
hmm Unity looks pretty powerful, but even still thats a very finite requirement, as is using Maya... im gonna have to drop this as I know nothing about maya. Unity looks really cool though, Ive seen a video of that 2 month game - Blush some guy inside Unity showing the level..., really cool looking editor. I wish it didnt…