Jim Scott
Forum Replies Created
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[Matt St-Pierre] “What I tried today is simply put the object down in the foam surface until the middle. It works but if I want to render the object outside the box then the foam surface will be flat with no cuts in it. This is not the best.”
I’m not sure I understand what you are saying here, but have you made a copy of the object so that you have one to use with the boole and the other to render as a visible object?
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If you just want a simple shape you could use some deformers.
Here I split the name into two – Pina and fore – so that I could apply separate bend deformers to each. I also added a taper deformer to “fore” in order to squeeze in the bow.


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I’m sorry, but I don’t understand what you mean by “heavy” boole. As far as I can tell, booles only deal with the external shape of an object and ignore anything inside it. If you are having issues with parts inside of other parts have you tried removing those inside parts for the purpose of creating the boole?
Could you upload a project file with your assembled object so that I could take a look at it?
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How about creating a foam insert like this?
I used Magic Merge (a free plugin from Nitro4D) to merge the three objects (pyramid and two platonics).
I then created a boole of a cube minus the merged object.

I then selected the polygons on the face of the cube outside of the resulting hole, and extruded them outwards to create a depression that exactly fits the object and which it can slide right into.


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The Object mode is used when you want the clones to be distributed in the shape of an object. When you placed your model in the Object window of the Object mode the cloner distributed the cubes in the shape of your model. In order to clone an object make it a child of the Cloner and then select the mode desired. In that tutorial he is using the “Radial” mode. To clone your model instead of a cube, place the model as a child of the Cloner.
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If you are simply trying to attach the eyebrows to the head, just make them children of the head and they will move with it.
Edit: Or put them all in a null.
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You’re very welcome. Let me know if you have any other questions.
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Yes. Sorry that I wasn’t very clear.
Looking at your project file, the sail needs to be attached to the booms. Because of cloth dynamics, placing a cloth in a null with other objects doesn’t work to attach it to those objects, so you need to use Cloth Belt tags (Simulation Tags>Cloth Belt). Once you have built your mast, booms, and sail and made them all editable, add your Cloth tag to the sail, and also add a Cloth Belt tag to it. With the Cloth Belt tag selected, drag your Top Boom into the tag’s “Belt On” window. Next, in point mode, select all the points on the top of the sail (or whichever ones you want to attach) and click “Set” in the tag’s properties. Add another Cloth Belt tag and repeat those steps for the Bottom Boom. In selecting the points on the sail it can be helpful to select “X-Ray” in the Basic properties of the booms in order to see the sail’s points through the booms. And, as you have done with the mast, add Cloth Collider tags to the booms to keep the sail from moving through them.
To redo your scene, clear the ship from the Object Controller and reset all the coordinates and H,P,B settings to zero and realign all the parts as necessary. Once you have added all the Cloth Belt tags and corrected the build, reload the ship into the Object Controller.
Here’s a quick tutorial I found on the Cloth Belt tag that should help. After clicking on the image below, click on the YouTube icon.
https://www.youtube.com/watch?v=pyUer5NgWNM
And here’s a corrected version of your project for comparison.
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Michael,
When you placed your sail into the object controller, did you run the animation? The cloth may appear to be separated from its poles until the dynamics run. After letting the animation play out for a few seconds, and the cloth has settled down, you can set the initial state in the Cloth tag’s Dresser menu, and then when you reset the animation to time zero, and restart it, the cloth will then start from that initial state position.
If that’s not your issue, please upload your project file. The final file, with the sail in the object controller, should be enough.