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Re: Taper

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Chris SmithRe: Taper
by on Dec 20, 2004 at 6:52:01 pm

Thank you again for the ideas. Yes, now that I think about it, it only makes sense that PFX is occluded by geometry.

Right now I'm having some luck (albeit a hassle) to create a very long NURBS cylinder that is tapered. Then adding a long joint chain (like you would an animal's tail). Smooth binding them together. Creating a IK Spline handle. Then Having the control curve attach to and flow with my path curve. That way the geometry doesn't become so deformed. It's actually working pretty well. I just cringe thinking about the complexity of changing something when the client inevitably needs to :(



Chris Smith
http://www.sugarfilmproduction.com


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Current Message Thread:
  • Taper by Chris Smith on Dec 16, 2004 at 7:11:23 pm
    • Re: Taper by Steve Sayer on Dec 16, 2004 at 8:51:06 pm
      • Re: Taper by Chris Smith on Dec 16, 2004 at 9:05:25 pm
        • Re: Taper by Chris Smith on Dec 16, 2004 at 11:34:26 pm
          • Re: Taper by Steve Sayer on Dec 19, 2004 at 7:21:43 am
            • Re: Taper by Chris Smith on Dec 20, 2004 at 6:52:01 pm
              • Re: Taper by Chris Smith on Dec 20, 2004 at 7:25:32 pm
                • Re: Taper by Steve Sayer on Dec 21, 2004 at 3:08:28 am
                  • Re: Taper by Chris Smith on Dec 21, 2004 at 3:14:10 pm
                    • Re: Taper by Steve Sayer on Dec 21, 2004 at 3:26:06 pm
                      • Re: Taper by Tig Coates on Dec 22, 2004 at 4:25:53 pm
                        • Re: Taper by Chris Smith on Dec 22, 2004 at 4:36:53 pm
                          • Re: Taper by Tig Coates on Dec 22, 2004 at 5:17:27 pm
                            • Eurika! by Chris Smith on Dec 22, 2004 at 5:36:18 pm







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