Wednesday, 28 September 2011

Hoses turning into cable.

This morning I practiced and used the hose object  (in extended primitives).

My dreadnought has a series of cables feeding into the sarcophagus from the shoulders.
 After looking at this helpful tutorial and a bit of trial I managed to make one side for the dread.

Unwanted window in the midle of the screen shot, sorry. This is the hose at the back, it is created like a cylinder. You can make your hose round,square or D shaped.
 In order to place the hose in the right position you need to create 2 objects to attach too. most common is cylinders and that is what I will use cause it is on the dread too. So bellow I have made the points, I did one side selected the 8 cylinders and then cloned them, moved them to the other side and one by one moved them around a bit for realism.
Also at this point the options of freeze and hide are realy usefull alowing me to see between the 2 shapes (sarcophagus and  shoulder).

Later on I repeat this for the left side and I hide everything else.
 So I create a small hose. In the editor I then select bound to pivots and click on pich top object and select my sphere and then I do the same for bottom object. Initialy it looks like a crazy masive hose so i set the tention on top and bottom to 1. Now to give the cable a realistic curve I increase the tention slowly until I get the hose shown bellow.

Some of the cables are lean some of them are rigged.  The top one of the model is rigged so i will replicate it.
I click on flex section enable to make the surfase rigged. The number of cycles is the number of bumbs you want your hose to have and the diameter the height of the bumps. The Start and ends allows you to adjust where the bumps start and where they end depending on which cylinder you selected as top or bottom. I adjust it so I have no bumbs inserting the cylinder. 
 I repeate the prosess with copied hoses and edit diameter for realism.

 One side of the dread with cables.


Last very important thing: The hose allings with the pivot point of the objects selected (cylinders in my case).
This may not always have the desired result, I needed some times to rotateand move the pivot points of the cylinders to make it look realistic.

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