Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 14-01-2004 , 12:04 AM
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Rips/ Rope, Maya 4.

Im working on a catapult. And on the basket i wanted cloth stretched across but draping off the sides and ripped... I know i could make the rips by splitpoly tool and trying to keep all edges 4 verts, and making the edges jagged, but i assume there would be an easier way right?

And i wanted rope tied around one of the beams, what would be the best way to make rope? Cylinder with a texture applied? If so where could i get the texture?


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# 2 14-01-2004 , 01:53 AM
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Transparancy map might work.

# 3 14-01-2004 , 02:01 AM
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... mind... embeleshing a little... keep in mind im still very new to the program.

I think i might have a small inkling of what you mean...


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# 4 14-01-2004 , 02:08 AM
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Here's the gist of it.

user added image

# 5 14-01-2004 , 05:06 AM
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so its like a alpha channel?

Do you know where i could get a transparency map for a rope?

I asume the render is grass right?

How is the color file orange, but the output is green?

Enough questions for you?


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# 6 14-01-2004 , 05:36 AM
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You might want to look again... the grass has nothing to do with it. It's the selected, orange object that is in question in my example.

For ropes, I generally just use thin cylinders. For game stuff, I'll usually make them 3-sided cylinders.

But for tears and rips and so on, I generally use transparancy maps, unless the project calls for something different.

As for the rope's texture, you can make it in Photoshop using photos source, hand painting, and/or both.

# 7 14-01-2004 , 06:34 AM
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ah i think i see what you mean. Its a high map, black is very high, white is very low.

This might work.. it will be complicated though.

I dont know if it will work specifically for this project... i wanted the edge of the canvas to be ripped.


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# 8 14-01-2004 , 01:26 PM
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It's a transparancy map... black is transparant, white is opaque. I use them for rips around the edges of canvas quite often.

# 9 15-01-2004 , 06:10 AM
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i assume you have to do them on flat objects?


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# 10 15-01-2004 , 01:56 PM
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don't necessarily have to.

# 11 15-01-2004 , 03:43 PM
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Another (kinda cheap and messy!) way of faking non-dynamic (or dynamic, depends on what ya wanna do) rope would be to use PaintFX:
..unless it is for real-time game engines, in which case ignore me)

1. Draw a curve in the shape and path that you want your rope to be.
2. Change to the RENDERING menu set.
3. Choose: PAINT EFFECTS > GET BRUSH
4. When the visor opens, find a rope brush.
5. Select your curve.
6. SHIFT+select your rope brush.
7. Go back to the PaintEffects menu, and choose:
PAINT EFFECTS > CURVE UTILITIES > ATTACH BRUSH TO CURVE.


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izzylong.com
# 12 15-01-2004 , 03:54 PM
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Here is a pic of the PFX way:

The rope on the right was using the "stringTHIN brush, with a global scale of 0.8 user added image

Attached Images

Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 13 15-01-2004 , 10:09 PM
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Rage: I like the paint FX way. I couldnt get my rope to like like yours on the right, but that seems to be the style im going for. But a little more practice and i should get it.

How did you make the spiral?

And thanks for the very easy to follow directions.


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