How to create a continuous, coiling thread/yarn using Emitter, Matrix, and Tracer? Message:
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Hello everyone,
I'm trying to create a continuous thread/yarn that emits from a source, falls, and coils naturally on a collider surface.
I attempted the technique shown in this video (https://www.youtube.com/watch?v=Z4TJp95T6ys) using an Emitter, a Matrix object, and a Tracer to generate the geometry. However, my setup doesn't behave like a cohesive physical thread from the point of emission. Instead of piling up and stacking naturally, the geometry stretches out and doesn't act like a continuous rope once it hits the floor.
Here is a screen recording of my current progress and the exact issue I'm facing:
[https://drive.google.com/file/d/14gFoIhuuiEwa6iM_JNXWRQFDpmCpix9C/view?usp=sharing]Is there a specific setting in the Tracer/Matrix setup I am missing to keep the thread intact? Alternatively, would it be better to approach this using the Unified Simulation system (like Rope Dynamics) rather than standard particles, considering I want realistic coiling physics?
Any guidance, tips, or quick scene file examples would be greatly appreciated. Thanks!
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Here's a project.
Basic Emitter emitting 1 particle per frame and rotating back and forth to create the oscillation.
Stick modifier makes the particles stick to the animated plane on contact...
Tracer "Connect All Objects"https://www.dropbox.com/scl/fi/q7lplzhppexz32xm1pn2i/wiggly-thread-01A.c4d?rlkey=ed8w8ld62edc1y9vg8re2q5qs&dl=0
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Hi Noseman,
I cannot thank you enough for taking the time to prepare and share this project file! I have been struggling with this exact setup for days, and your solution is an absolute lifesaver.
I truly appreciate the effort and dedication you put into helping me out. I am incredibly relieved and happy to finally see it working the way I imagined!
Thank you again for your amazing support.
Best regards,
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@comparison-board
you are most welcome! -
I have one last question, and I would be really grateful if you could take a look. Attached is my scene.
Object '1' (Emitter/Tracer) is interpenetrating itself instead of coiling/piling up like Object '2' (Sweep). I tried Rope/Simulation tags on the objects/splines, but with no success.
Any idea what I'm missing? Thanks again!
https://drive.google.com/file/d/1LAf0apyXd0lhj6YHHwNOF_qBqjQ5ScAm/view?usp=sharing
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the Object 1 Tracer is constantly changing its point count as more particles are Connected. This breaks the simulation that requires a constant point count.
I'm afraid this is not an easy thing to do and maybe the solution is to make it using the Object 2 method instead of particles... -
Hi Noseman,
As you suggested, moving away from the particle system, I tried approaching this using a "Cylinder with a Cloth tag" and a "Sweep with a Rope tag". However, I still can't quite achieve the braiding mechanism and the exact setup I need.
If I could somehow create a setup where a "Cylinder + Cloth tag" is continuously generated and extending from an Emitter, I would be able to replicate the mechanism seen in the real-world video and finally achieve the animated scenario I am dreaming of. I hope this sparks your curiosity and we can figure out a solution for this together!
(I also want to kindly remind you of this 6-year-old C4D video: https://www.youtube.com/watch?v=Z4TJp95T6ys. It seems they actually managed to build a continuously growing dynamic rope system out of an Emitter using those specific tools).
If you have the time to take a look, I have shared a Drive folder below containing the "Cylinder - Cloth tag" scene, the "Sweep - Rope tag" scene, and the real-life reference video of the machine.
[https://drive.google.com/drive/folders/1V0rGNqtyClD8PmTZRklo2tmxIGUBSTKc?usp=sharing]
Thanks again for all the help!
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The Youtube video you linked doesn't show anything dynamic. It's just a similar result to the original setup I sent you.
As far as the real machine, I'm afraid that level of simulation is extremely hard. You will need to find a non dynamic way to achieve this.
The ROPE_SWEEP.C4D is close but that's close to the limit of how Simulations work.One general suggestion would be to model the final braid and work backwards unwrapping it.
Sorry I don't have a simple solution for you.