Ropes made in Maya can often look kinda weird, squashed, and flat on areas where they curve or bend, and this video addresses how to fix that.
Пікірлер: 11
@Gichanasa Жыл бұрын
Finally a proper tutorial on this great tool! Opens up so many possibilities. Thank you and keep up the nice work!
@FarbodZbАй бұрын
Amazing👌 Thank you for this useful video
@jazenhamblin461410 ай бұрын
neat. I need to work on my ropes and even more on making knots.
@marq87892 ай бұрын
for those who couldn't use sweep mesh like i did the first time, you need to go to your plugin manager and enable the sweep plugin
@larspacktaus2 ай бұрын
Would be fun to use the Distribute option on the second sweeps so that each strand of rope is again devided into multiple strands.
@3dmarkaa2 ай бұрын
I thought so too, so here's the result! imgur.com/jESiZy9
@larspacktaus2 ай бұрын
@@3dmarkaa nice work! Looking at real ropes I think there should be less twist in the "second generation" of strands. Nice that this way it is so easy to change things. If this should be anything but a technique example, there would need to be some variation in thickness or the twists to look realistic (depending on what kind of rope this should be). But giant steel cables for bridges do look very regular I think. It's fun that it's possible to work in Maya like the procedural modeling workflow in Houdini.
@wadeeahsallmat78722 ай бұрын
Why I don't have a Sweep Mesh option, although I have Maya 2023?
@user-jm9zy2ho3q3 күн бұрын
You should search and add Sweep mesh on the plug-in manager!
@hieule-hc6px4 ай бұрын
just delete the outer most edge when it's 5 segement and it will create a plane, make an edge center of that plane and that will be your middle point :)
@3dmarkaa4 ай бұрын
Well, not quite. A quick way to see how this won't be the perfect center of the cylinder is to just create a 5-sided cylinder with the default settings. If you go to the top view, you'll see that the midpoint between those edges is off center by a fair amount, as it doesn't intersect with the (0,0,0) origin point. You could, however, make each a 6-sided sweep mesh, and delete 2 adjacent edge loops, and then place an edge loop in that center. That should give you a good mid-point