When using simulate cable to apply physics, if you set the meshes to collision in the physics tab first, the cable won't go through them, but rather correctly collide with them and sit on their surfaces. its a lovely little addition
Not quite a follow on but I have a video commenting on cool this add on is in combination with Curve Machine. It's quite a cool workflow: ua-cam.com/video/9VZml91C6PU/v-deo.html
6:49 the cable intersects with the geo, if you select any geo and the cable (only 1 cable) then the cable will (for the most part) collide with the selected objects. thought id share my findings
You can always modify the points after to move them away from the geometry. As you can see here there wasn't an issue so it will depend on the situation
I haven't tried this plugin yet, but does the simulate allow the cables to overlap on each other when they're on the ground? Does it make coils of cable for example if all those wires connected to the box were long enough to hit the ground?
That's a good question. So basically yes to it going along the ground but the way I would do it is to use its drawing cable function to draw it on the ground and then attach that to the cable. To be honest I haven't tried running cables over thr top of each other so I'm not sure about that one.
Boxcutter makes it really easy using the array functions. If you haven't seen my videos on Boxcutter you might want to have a look at that as I go through all the techniques there: Boxcutter (1) - Top bar options: ua-cam.com/video/3zLBmHVXpsk/v-deo.html Boxcutter (2) - Hot keys and top tips: ua-cam.com/video/dC2Zw8GcxxU/v-deo.html Boxcutter (3) - Designing a sci fi gun: ua-cam.com/video/j588pWKsWSk/v-deo.html
Great question. It may have an issue with the 90 degree turn that a chain needs to have between the links so possibly not. But let me have a play and see if it's possible.
Totally. For anything physics related the more detail the better. Physics may have to wait for a series on its own (though I use it a bit in the video on creating rubble).
@@TWLpontus But for 3D printing purposes it needs more explanation than that if I started going into it. Like that then open the door to needing to afterwards move it so there is overlap so that bits are supported by the other parts of the model for the printing process/etc. It just didn't seem part of the video as I saw it.
@@TWLpontus No worries. As you have pointed out it is a really important topic. I'll have to cover it as part of making more complex objects/scenes/characters though
When using simulate cable to apply physics, if you set the meshes to collision in the physics tab first, the cable won't go through them, but rather correctly collide with them and sit on their surfaces. its a lovely little addition
Oh thats fantastic. I assumed it would sit outside that. How cool! Thanks for the info.
man thank you for these videos , they have really informed me on what I can do with the add on
@@TifCip_Chungking2399 😁 Glad I can help.
oohh ! the insulate tool works on Everything!
Well that REALLY has some potential!
What does that mean, does it work on meshes/curves outside of Cablerator?
This is game changing !!!!!😱😍🥳🔥✨
Totally. It makes things SO much faster and more convenient
This is really amazing! I will have to buy this add-on. You should do a follow up and see what is new as of now.
Not quite a follow on but I have a video commenting on cool this add on is in combination with Curve Machine. It's quite a cool workflow: ua-cam.com/video/9VZml91C6PU/v-deo.html
@@ArtisansofVaul Thank you very much, I will watch it! ;)
6:49 the cable intersects with the geo, if you select any geo and the cable (only 1 cable) then the cable will (for the most part) collide with the selected objects. thought id share my findings
You can always modify the points after to move them away from the geometry. As you can see here there wasn't an issue so it will depend on the situation
Now the challenge will be to resist the urge to put cables on Everything ! Lol
But when it's this quick why even try to resist 😉
I haven't tried this plugin yet, but does the simulate allow the cables to overlap on each other when they're on the ground? Does it make coils of cable for example if all those wires connected to the box were long enough to hit the ground?
That's a good question. So basically yes to it going along the ground but the way I would do it is to use its drawing cable function to draw it on the ground and then attach that to the cable. To be honest I haven't tried running cables over thr top of each other so I'm not sure about that one.
How did you cut all the holes in the blocks so they are spaced equally in all axes I have boxer and cablerator
Boxcutter makes it really easy using the array functions. If you haven't seen my videos on Boxcutter you might want to have a look at that as I go through all the techniques there:
Boxcutter (1) - Top bar options: ua-cam.com/video/3zLBmHVXpsk/v-deo.html
Boxcutter (2) - Hot keys and top tips: ua-cam.com/video/dC2Zw8GcxxU/v-deo.html
Boxcutter (3) - Designing a sci fi gun: ua-cam.com/video/j588pWKsWSk/v-deo.html
May Cablerator be used to generate chains as well?
Great question. It may have an issue with the 90 degree turn that a chain needs to have between the links so possibly not. But let me have a play and see if it's possible.
More points when simulating cables is good if you would have selected the box first to use as collision.
Totally. For anything physics related the more detail the better. Physics may have to wait for a series on its own (though I use it a bit in the video on creating rubble).
@@ArtisansofVaul for sure but if you would just select the box object and then cable (having them both selected and generate physics it would be done.
@@TWLpontus But for 3D printing purposes it needs more explanation than that if I started going into it. Like that then open the door to needing to afterwards move it so there is overlap so that bits are supported by the other parts of the model for the printing process/etc. It just didn't seem part of the video as I saw it.
@@ArtisansofVaul yeah makes sense. I learned a few things in the video so thank you very much :)
@@TWLpontus No worries. As you have pointed out it is a really important topic. I'll have to cover it as part of making more complex objects/scenes/characters though