SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Modeling / Modeling / Modeling a chain
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 09-01-2011, 12:51 AM   #1
joemilkweed
Subscriber
 
Join Date: Jun 2009
Posts: 32
Thanks: 1
Thanked 5 Times in 5 Posts
Default Modeling a chain

Im in the process of modeling a skater kid. He has a wallet and I want to have a chain from the wallet in his back pocket to his front belt loop. What would be he easy way to make a chain on a loop? I tried using the cv curve tool and create a nurbs torus duplicate it around 50 times and do the snap align objects function- position along curve. When I do this none of the torus intersect with each other like a chain would. I was thinking about trying to use a joint in the middle of each torus and parent each torus to the joint like rigging a snake and doing it like that but that would take a lot of time as well.

Is there another way to make this without having to manually place each torus on the curve?
joemilkweed is offline   Reply With Quote
The Following User Says Thank You to joemilkweed For This Useful Post:
Old 09-01-2011, 02:02 AM   #2
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,996
Thanks: 42
Thanked 582 Times in 532 Posts
Default

For a non-dynamic solution you can use animate>motion path>attach to motion path in conjunction with animate>create animation snapshot

1. make a torus and shape it like a link
2. make a curve as the path of the chain
3. attach the link to the curve (attach to motion path) and play with the number of frames to create the correct number of links for the length of the curve (this is a trial and error process).
4. you want the link to rotate 90 deg for each frame so key the first frame and use the twist property of the motion path and set it to the number of frames * 90 and key it for the last frame
5. create a animation snapshot

There is also a dynamics solution for this but it is more complex. So for a static shot duplication along a motion path is the better approach.

Here is a quick image of the setup and the result of the animation snapshot. You can see I generated 60 key frames for the attach to motion path creating 60 links for the animation snapshot.
Attached Thumbnails
Click image for larger version

Name:	setup.png
Views:	3023
Size:	20.8 KB
ID:	45647   Click image for larger version

Name:	chain_01.jpg
Views:	3021
Size:	24.1 KB
ID:	45648  
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram : 09-01-2011 at 05:32 PM.
ctbram is offline   Reply With Quote
The Following User Says Thank You to ctbram For This Useful Post:
Old 09-01-2011, 02:23 AM   #3
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,373
Thanks: 74
Thanked 710 Times in 642 Posts
Default

In addition to what ctbram has said, make sure your animation tangents are linear, so that you have equal spacing of links.
stwert is offline   Reply With Quote
The Following User Says Thank You to stwert For This Useful Post:
Old 09-01-2011, 10:07 AM   #4
daverave
The thin red line
 
daverave's Avatar
 
Join Date: Aug 2009
Location: England
Posts: 4,472
Thanks: 101
Thanked 952 Times in 879 Posts
Default

Just to add if you are going to do any animation delete the motion path history............dave
__________________


Avatar Challenge Winner 2010
daverave is offline   Reply With Quote
The Following User Says Thank You to daverave For This Useful Post:
Old 09-01-2011, 10:40 AM   #5
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Thanks: 158
Thanked 651 Times in 621 Posts
Default

couldnt you also duplicate as many times as needed in polys then combine and add a bend deformer to it...or several?? or will this affect the geo in the link?
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
bullet1968 is offline   Reply With Quote
The Following User Says Thank You to bullet1968 For This Useful Post:
Old 10-01-2011, 02:04 AM   #6
joemilkweed
Subscriber
 
Join Date: Jun 2009
Posts: 32
Thanks: 1
Thanked 5 Times in 5 Posts
Default

Hey CTbram, thanks I got it to kind of work. I still cant figure out how exactly you did the 90 degree rotate 90 deg for each keyframe. I cant seem to get them to rotate each frame. Ive never used this animation preset before. How do I use the twist property? Do I adjust it in the channel box?

Thanks for the help.



Quote:
Originally Posted by ctbram View Post
For a non-dynamic solution you can use animate>motion path>attach to motion path in conjunction with animate>create animation snapshot

1. make a torus and shape it like a link
2. make a curve as the path of the chain
3. attach the link to the curve (attach to motion path) and play with the number of frames to create the correct number of links for the length of the curve (this is a trial and error process).
4. you want the link to rotate 90 deg for each frame so key the first frame and use the twist property of the motion path and set it to the number of frames * 90 and key it for the last frame
5. create a animation snapshot

There is also a dynamics solution for this but it is more complex. So for a static shot duplication along a motion path is the better approach.

Here is a quick image of the setup and the result of the animation snapshot. You can see I generated 60 key frames for the attach to motion path creating 60 links for the animation snapshot.
joemilkweed is offline   Reply With Quote
The Following User Says Thank You to joemilkweed For This Useful Post:
Old 10-01-2011, 02:19 AM   #7
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,996
Thanks: 42
Thanked 582 Times in 532 Posts
Default

joe,

After you perform the attach to motion path you will have a creation node containing the twist property. With the timeline at frame one, right click on the twist property in the channel box and select "key selected". Then move the time slider to the last frame, and set the value in the twist property to (90 x <the number of frames>) and then right click and select "key selected". Now the link should rotate 90 deg at each frame of the motion path.
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
ctbram is offline   Reply With Quote
The Following 2 Users Say Thank You to ctbram For This Useful Post:
joemilkweed (10-01-2011)
Old 10-01-2011, 02:41 AM   #8
joemilkweed
Subscriber
 
Join Date: Jun 2009
Posts: 32
Thanks: 1
Thanked 5 Times in 5 Posts
Default

Hey Ctbram, after I attach to motion path I go over to my channel box I have to things listed under INPUT: motionPath1 and makeNurbTorus1. The motionPath1 gives me a U Value, Front Twist, Up Twist, and side Twist. Are one of those part of the twist property?

Thanks

Last edited by joemilkweed : 10-01-2011 at 02:54 AM.
joemilkweed is offline   Reply With Quote
The Following User Says Thank You to joemilkweed For This Useful Post:
Old 10-01-2011, 04:40 AM   #9
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,996
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Front Twist. When in doubt select a property and scrub it to see what it does.
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
ctbram is offline   Reply With Quote
The Following 2 Users Say Thank You to ctbram For This Useful Post:
murambi (11-01-2011)
Old 10-01-2011, 04:01 PM   #10
joemilkweed
Subscriber
 
Join Date: Jun 2009
Posts: 32
Thanks: 1
Thanked 5 Times in 5 Posts
Default

Hey ctbram, I finally got it to work! I wasnt putting in 9000 for the key selected but just 90. These animation presets are really going to help me speed up my modeling time. Thanks to everyone for all the help on this.

Last edited by joemilkweed : 10-01-2011 at 04:11 PM. Reason: Got it working.
joemilkweed is offline   Reply With Quote
The Following User Says Thank You to joemilkweed For This Useful Post:
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Starting with Modeling Vortexx Maya Basics & Newbie Lounge 14 20-01-2011 05:24 PM
Arm modeling help Heist206 Modeling 5 30-12-2010 10:16 PM
New Tutorial - Poly Plane Modeling Miss_Nova Site News & Announcements 3 29-12-2010 12:09 PM
Total newbie modeling question...sorry!! xsmason Modeling 7 23-12-2010 02:42 PM

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.