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Activity Forums Maxon Cinema 4D Compressing Sweep Nurbs Along a Plane Whilst Retaining Elevation Order

  • Compressing Sweep Nurbs Along a Plane Whilst Retaining Elevation Order

    Posted by Hayden Martin on May 31, 2015 at 12:43 am

    Hey guys

    This one is driving me mad. I know it’s super simple too!!

    Here is a picture of some neon typography I am creating…

    here it is at another angle…

    and from the Top…

    Now what I want to do is have all of these individual neon tubes rest on top of each-other with minimal spacing, as if they have been bent to rest atop eachother as flat as possible, based on their order of front to back…

    I tried applying a Spline Dynamics tag to each spline (with high uniform points), then a hair collider to the individual tubes – but it made them explode when I pressed G to simulate one frame…

    an example of what I need is this – the tubes need to rest on top of each-other without clipping or distorting in the X or Y axis…

    I’m also attaching the project file for people to take a look at – I would love to see it fixed with an explanation too!

    Best,
    Hayden

    PROJECT FILE:
    8879_rez.c4d.zip

    Brian Jones replied 10 years, 11 months ago 2 Members · 2 Replies
  • 2 Replies
  • Hayden Martin

    May 31, 2015 at 1:29 pm

    update

    I’ve compressed each tube segment into closely arranged layers – these 3 pics show it at different angles…


    I’m figuring that maybe what I need to do is somehow create a spline dynamics tag that is constrained only to the Z axis…

    How do I do this?

  • Brian Jones

    May 31, 2015 at 3:57 pm

    I don’t have any solution for you but a number of things are going to be necessary if it’s possible at all

    – the splines can’t be Bezier, when a bezier spline moves via spline dynamics the points move but the orientation of the handles on each point does not, so you end up with odd ‘kinks’ after it moves
    -the splines are going to need a lot of subdivision, there are only points in the corners so those are the only places that movement can happen – there will have to be subdivisions between the corners for the splines to bend around other splines – no amount of fancy math is going to be able to bend splines via the bezier handles and get it correct
    -I don’t know of any way to constrain spline dynamics to a single axis but someone was asking a question in the last 6 months (either here or in CGTalk) trying to restrict cloner objects falling via dynamics to one axis so maybe there are some hints there.

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