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Follow curve deformation


StarfishRap

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Hi all,

I'm working on a project which requires the character(shoelace) to form complex shapes.

I got my shoelace rig up through follow curve.

So my question is how do I make the shoelace follow the deformations of a curve?

So that ultimately I could make the shoelace travel across a pre define shape hence forming the shape.

This is the effect I'm going for but with my shoelace instead.

Things that I have tried.

Setting path object for my controls, it moves in an unpredictable manner.

Setting path object for only my root control, moves predictably but the geometry is static.

Also I'm having some deformation issue where the bends are too sharp.

Is this due to the weighting?

I've tried increasing resolution of my shoelace.

I've tried using subdivide node within the captured geometry node.

Screenshot-5-1.png

Screenshot-4-2.png

I've tried increasing number of bones.

Screenshot-3-2.png

Too much bones and the capture is not as accurate.

Link to my blog where I post my W.I.P

http://projectsesi07.blogspot.com/

Thanks for your time.

shoelace_geo_v008.hip

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Also I'm having some deformation issue where the bends are too sharp.

Is this due to the weighting?

Yes, because there's not enough overlap in the weighting of your points from adjacent bones. One way is to just smooth out all your weights using CaptureLayerPaint but I would use CaptureProximity (instead of Capture) and just manipulate the dropoff to the smallest value that gives a decent basic deformation.

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