When you say you connect the curve to the front of the boat, what are you doing exactly? parenting? and i also wonder about the rope profile what is that?
ok, so at this mark: ua-cam.com/video/K2KZChE8xMY/v-deo.html I'm letting Maya create a follicle to attach to the shape of the boat. it creates a follicle. which holds the hair curve to it .. the rope_profile is just a nurbs circle. that I extrude along the hair curve to make a shape to render and see
short answer is yes.. You can make the balloon into a nCloth object. and connect it to the string using an nConstraint. like component to component *(if I get time, I'll see if I can make a video for that )
There will be 3 objects: 1- balloon 2- String, 3- a mesh on the ground that will get lifted up with the help of the floating balloon i know how to make the balloon fly, and know how to connect the string, the only issue is l.ifting up the mesh from the ground
@@nourghafarji , you should be able to make the ground piece into a nCloth object as well. and connect the string to that with an nConstraint ( component to component) as well
Amazing tutorial, just what I was looking for! One question though, say the object your rope is attached to is animated using baked ncloth simulations (say a balloon inflating and then rising), would it still stay attached to the same vertex or would it only follow the keyframed animations? Once again, really nice tutorial! :)
For something like that I would use a uv pin or follicle to attach the rope. however, if you want them to affect each other , you'd want to use a dynamic nConstraint like a point to surface constraint.
You can lock length on curves.
Or even easier... simply draw your curve as you want it and then rebuild it.
yup.. I would probably never build it in position. but for this demo I just kicked it out quick
save my life in final week,thanks!😭
Awesome Tutorial!
When you say you connect the curve to the front of the boat, what are you doing exactly? parenting? and i also wonder about the rope profile what is that?
ok, so at this mark: ua-cam.com/video/K2KZChE8xMY/v-deo.html I'm letting Maya create a follicle to attach to the shape of the boat. it creates a follicle. which holds the hair curve to it .. the rope_profile is just a nurbs circle. that I extrude along the hair curve to make a shape to render and see
is there a way to make the rope drag the mesh for example? for example a balloon flying and the string is dragging an object on the other end
short answer is yes.. You can make the balloon into a nCloth object. and connect it to the string using an nConstraint. like component to component *(if I get time, I'll see if I can make a video for that )
@@smann3d399 Great Thanks! You mean i can connect it using n-constrain then how will i be able to lift the object from the ground?
There will be 3 objects: 1- balloon 2- String, 3- a mesh on the ground that will get lifted up with the help of the floating balloon i know how to make the balloon fly, and know how to connect the string, the only issue is l.ifting up the mesh from the ground
@@nourghafarji , you should be able to make the ground piece into a nCloth object as well. and connect the string to that with an nConstraint ( component to component) as well
where do you find that rope-profile
oh that is just a nurbs circle curve. I renamed it to rope_profile
Amazing tutorial, just what I was looking for! One question though, say the object your rope is attached to is animated using baked ncloth simulations (say a balloon inflating and then rising), would it still stay attached to the same vertex or would it only follow the keyframed animations? Once again, really nice tutorial! :)
For something like that I would use a uv pin or follicle to attach the rope. however, if you want them to affect each other , you'd want to use a dynamic nConstraint like a point to surface constraint.