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 30-09-2006, 02:01 AM #1 parka Registered User     Join Date: Aug 2005 Posts: 102 Thanks: 0 Thanked 4 Times in 4 Posts Creating equidistant objects on a curve Hi, Let's say I have a guide curve (e.g. the letter S) flat on the plane. And let's say that I want to create multiple equidistant spheres on the guide curve. How can I go about doing it? Real life example: Hand rails on a ship.
 30-09-2006, 03:05 AM #2 NeoStrider Registered User     Join Date: Jun 2004 Location: Cleveland, Ohio (USA) Posts: 1,541 Thanks: 0 Thanked 2 Times in 2 Posts equidistant, not so sure about... but you can snap your objects to your curve by moving the object near your curve, than while holding c (with the move tool still selected) you can snap to the curve, and just try to eye it from there... __________________ Accept no substitutions.
 30-09-2006, 03:34 AM #3 gster123 Moderator     Join Date: May 2005 Location: Manchester Uk Posts: 6,300 Thanks: 1 Thanked 51 Times in 45 Posts rebuild the curve with the number of points that you want (using edit curves -> Rebuild Curve) the use the snap to pioint to get the object to the equally spaced points oin the curve
 07-10-2006, 09:27 AM #4 parka Registered User     Join Date: Aug 2005 Posts: 102 Thanks: 0 Thanked 4 Times in 4 Posts Ok, I think I found a much faster solution. 1. On the Time Slider, set the time to go from 1 to (let's say) 200. 2. Createa vertical railing (aka NURBs cylinders). 3. Draw a curve to represent where you want the railings to run. 4. Select the railing & the curve, go to Animate -> Motion Paths -> Attach to Motion Path. 5. With the railing selected, go to Animate-> Create Animation-> Snapshot ->options. 6. Set the Time Range to Time Slider and Increment to whatever value (let's say 5). 7. Hit the Snapshot button. 8. There will be railings creating now on the curve at almost equidistant.
 07-10-2006, 02:35 PM #5 pbman Subscriber     Join Date: Mar 2005 Location: London Posts: 1,135 Thanks: 0 Thanked 0 Times in 0 Posts thats how i would do it too also cant u dup along a curve an just set the increments apart __________________ Now at SMU doing BSc 3D Computer Animation so its hard to get on here My wire render tut http://forum.simplymaya.com/showthre...threadid=20973
07-10-2006, 05:52 PM   #6
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 Originally posted by parka Ok, I think I found a much faster solution. 1. On the Time Slider, set the time to go from 1 to (let's say) 200. 2. Createa vertical railing (aka NURBs cylinders). 3. Draw a curve to represent where you want the railings to run. 4. Select the railing & the curve, go to Animate -> Motion Paths -> Attach to Motion Path. 5. With the railing selected, go to Animate-> Create Animation-> Snapshot ->options. 6. Set the Time Range to Time Slider and Increment to whatever value (let's say 5). 7. Hit the Snapshot button. 8. There will be railings creating now on the curve at almost equidistant.
Yea -- creating objects along animation curves is the easy way... but anyone who took calculus knows that it may or may not create equidistant objects depending on velocity down the motion path.

Though you will only really get non-constant velocities down motion paths if you *deliberately* alter the speeds. Maya last I checked assumes constant velocities.

 07-10-2006, 05:55 PM #7 pbman Subscriber     Join Date: Mar 2005 Location: London Posts: 1,135 Thanks: 0 Thanked 0 Times in 0 Posts u dam maths at alevel too man that its a hard subject __________________ Now at SMU doing BSc 3D Computer Animation so its hard to get on here My wire render tut http://forum.simplymaya.com/showthre...threadid=20973
 17-10-2006, 11:37 AM #8 Alan Moderator     Join Date: Oct 2002 Location: London, UK Posts: 2,800 Thanks: 0 Thanked 5 Times in 5 Posts A little investigation and scripting is your friend: Draw your curve and change the string value in my script to the same as your curve name: then run this: int \$numb = 100; float \$i = 0.0; //change this to your curve name string \$crv = "curve1"; //make sure your curve is rebuilt to be between 0 and 1 rebuildCurve -ch 1 -rpo 1 -rt 0 -end 1 -kr 0 -kcp 0 -kep 1 -kt 1 -s 20 -d 3 -tol 0 \$crv; for(\$i; \$i <= \$numb; \$i++) { float \$inc = (1.0/\$numb) * \$i; float \$pos[] = `pointOnCurve -pr \$inc \$crv`; sphere; xform -ws -t \$pos[0] \$pos[1] \$pos[2]; } A __________________ Technical Director - Framestore Currently working on: Your Highness IMDB
 17-10-2006, 01:51 PM #9 NeoStrider Registered User     Join Date: Jun 2004 Location: Cleveland, Ohio (USA) Posts: 1,541 Thanks: 0 Thanked 2 Times in 2 Posts owwww... head spinning... *dies* __________________ Accept no substitutions.

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