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Showing content with the highest reputation on 10/12/2023 in all areas

  1. Good thing I asked the exact purpose as this is a special case. Use the Turtle. Turtle is your friend. Copy these to your MoSpline attributes You can control the Angle and Movement to your preference. As long as your opposite bars are parallel the setup works as it it. If the bars converge or diverge though, n order to connect them with the turtle you'll need to deform the spline with the Spline Deformer which might be a bit difficult to work with.
    3 points
  2. Thanks guys for taking your valuable time on that one. HAPPYPOLYGON, I didn't know about that one! I'll have to spend time on that, cheers. CBR, great video and again, taking the time to explain the functions the tool offers. I guess, the older I get, the more complicated life becomes. You guys are awesome! Jacobite
    2 points
  3. I didn't know you could do that
    2 points
  4. Measure and Construction cannot be accused of being intuitive to use, but once you can use it, it is actually quite helpful, and can do what you are asking for IF your models meet its requirements, which are, basically, that your meshes are editable poly objects, and that you set it up carefully enough. The procedure is as follows: 1. Prep - make sure your meshes are editable, and have their axes in the correct place for rotation. 2. Activate point snapping. The Tool itself should auto-snap even without this, but this aspect of it is flaky, so rely on proper snap instead ! 3. Get M&C Tool from Tools / Guide / M&C. A red line should appear arbitrarily placed in viewport. 4. Drag the start of the red arrow to the nearest vertex to your intended hinge point, then the end of it to an equivalent point at the end of the object. 5. Hold control and click again to establish a second measure (green line), and snap / align that relative to the first. At this point the angle between the 2 should be displayed and selectable for editing simply by changing the rotation value in the M&C attributes. Here is a quick video in which I attempt to demonstrate that... MandC Wrangling.mp4 CBR
    2 points
  5. Here is an update with the intersection test, when a spline comes to an other one : There is some work to do with the lines and the UV, note that the subdivision can be adjusted :
    2 points
  6. thank you so much!!!!! it took me a few days to figure it out, but this finally worked! Thanks again!
    1 point
  7. Because Ptex proved to b a production nightmare. No way to edit the textures in 2D image editing software. UV based textures offer both 2D and 3D painting. UVs are also used in Rigging partly for data transfer between meshes and offer projection to multipe different resolutions. Ptex is resolution dependent.
    1 point
  8. Control the weightmap of the objects using the field and then use the weightmap to control the transparency as a Vertex Map Shader
    1 point
  9. PM request, folding but on spline path 🙂 158_Curved_folding(MG XP).c4d
    1 point
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