bentway23 Posted November 16, 2023 Share Posted November 16, 2023 Is there a way to cycle a carve so that once it hits the end of the curve it continues on around? The only examples I can find have the carve looping, but it completely ends and then starts again, it doesn't continue the curve around (so it goes from 1 back to 0, with the second U still finishing up, and the--in this case--swept curve keeps its thickness as it cycles? I also tried just using a path deform since these are simple shapes, but outside of 0 to 1 it just floats outside the curve, doesn't wrap back around. I'm sure there's somewhere I just need to throw a modulo, I just can't find it. Quote Link to comment Share on other sites More sharing options...
Atom Posted November 16, 2023 Share Posted November 16, 2023 (edited) Set two key frames on the carve between the range of 0-1. Right click on the label and choose Motion FX/ Cycle. The distance between the two keyframes becomes the speed of the carve. Edited November 16, 2023 by Atom Quote Link to comment Share on other sites More sharing options...
bentway23 Posted November 16, 2023 Author Share Posted November 16, 2023 Thanks for the reply--this wasn't what I was looking for, though--it just resets the carve, blanking it out and starting it again. I'm looking for something that keeps the swept or deformed shape intact, just circling around the path, not just disappearing at the end. Quote Link to comment Share on other sites More sharing options...
Aizatulin Posted November 17, 2023 Share Posted November 17, 2023 You need probably two carve nodes for this, because if the second u gets smaller than the first u, the first carve should go from u0 to 1 and the the second carve should fo from 0 to u1. cycle_carve.hipnc Quote Link to comment Share on other sites More sharing options...
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