nomojosh Posted July 13, 2022 Share Posted July 13, 2022 Hi, I'm trying to sim lots of rope on a ship and although I can simply use polywire, I'd like to try and keep the original model's rope geometry. Is there a way to use path deform or point deform to achieve this result? I've had some success with point deform, but I think it was more luck and not really a robust workflow. I've attached a simple scene of some vellum string in a breeze and an alembic file of some rope. As you can see the rope is horribly distorted. Any help or ideas would be greatly appreciated! Thanks Rope.zip Quote Link to comment Share on other sites More sharing options...
kushaldas Posted July 13, 2022 Share Posted July 13, 2022 Look into using a Wire Capture and setting the appropriate weights on your rope geo and then feeding that into a Wire Deform, similar to how you would set up a Point Deform. You'll need to have the curve that you're feeding into your vellum sim match the shape of the high res rope that you're trying to deform in order to get this to work as intended Quote Link to comment Share on other sites More sharing options...
nomojosh Posted July 14, 2022 Author Share Posted July 14, 2022 (edited) 11 hours ago, kushaldas said: Look into using a Wire Capture and setting the appropriate weights on your rope geo and then feeding that into a Wire Deform, similar to how you would set up a Point Deform. You'll need to have the curve that you're feeding into your vellum sim match the shape of the high res rope that you're trying to deform in order to get this to work as intended Thanks Kushaldas, that looks like the right direction. I'd not heard of wire capture/deform. It works perfectly if, as you say, I feed perfect geo into it (like a polywire made from the curve used in the vellum sim). But Trying to get it to work with the rope model is less successful. It's close, but no matter how much I try to eyeball it, it drifts away from the vellum line within in a few frames. Is there a way to create a curve from the rope geometry? My VEX isn't great so I'm wondering if I could use Extract Centroid from pieces in a loop? I'll play around, but again, any ideas are welcome! Cheers EDIT: I had a quick stab at it by using scatter to put points 'roughly' along the rope. It doesn't work but it illustrates what I'm after. link to new scene Edited July 14, 2022 by nomojosh added new scene Quote Link to comment Share on other sites More sharing options...
Benyee Posted July 16, 2022 Share Posted July 16, 2022 just try deforming it manually, here are some tips Rope_example_v2.hiplc Quote Link to comment Share on other sites More sharing options...
Fenolis Posted September 26, 2022 Share Posted September 26, 2022 For each connected piece of geometry, use Straight Skeleton 3D (from Labs) Quote Link to comment Share on other sites More sharing options...
nomojosh Posted September 28, 2022 Author Share Posted September 28, 2022 On 26/09/2022 at 8:32 AM, Fenolis said: For each connected piece of geometry, use Straight Skeleton 3D (from Labs) Thanks, I'll take a look. It's always interesting to see different techniques to achieve the same result Also, I managed to get wire deform to work so I'll post an update hip later for future ref Quote Link to comment Share on other sites More sharing options...
Fenolis Posted January 13, 2023 Share Posted January 13, 2023 Check out this method: Quote Link to comment Share on other sites More sharing options...
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