Wire gutter animation / Distortion troubles
I would like to animate this wire gutter.
Like this :
But I have some distortion troubles :
I did the animation using joints and skin. Do you think it is the good and simplest way to do it ? Or would you recommend to do something else ?
Here's the C4D file just in case : File
Dr. Sassi last edited by Dr. Sassi
Please have a look here:
What I got from your images is that "wire" stays connected and bends in the process. So it needs its own Joint system with an IK solution. One Null is connected to the joint of one side, while the other would move the IK and Goal. It would work like a normal arm in a character animation.
I have animated it in the example; The two main parts will be the one that is called "Joint. right_> R.H" and "Joint Left". The two are set up, and the parameters are "Frozen," which means if moved, you can easily reset those (I write in a forum so that you might know it, but perhaps someone not)
Thanks for the offer with the file, which is great. However, I do not use download links other than from Dropbox, Google, Apple, Adobe, or Wetransfer, sorry. I have to explore Sharepoint.com first.
My best wishes for your project
You're very welcome, and I'm happy to look into other options if that doesn't work.
Again, sorry to be so web-security-neurotic. We take security here very seriously, and if possible, I prefer a service that checks the file already.
I share a lot of files, and I have to ensure that nothing bad is received and would tint the outgoing shared files. As usual, the good people have to suffer based on some "bad apples".
Have a great weekend and lots of success with your project.
Hi Dr Sassi,
It is getting better
But I have some troubles, with a distortion of the wires and intersections (surrounded in blue).
Is there a better way to build the joints or to make the IK chain ?
Here's the C4D file :
Thanks for the file.
My suggestion above was based on separate elements. The "bending wire object" follow the mechanical "main object". (In fact these joints for the "main objects" are not needed, the objects axis, placed in the corner where they rotate will be sufficient, while being in a hierarchy.)
Whereby the "main objects" do not need weighting to work at all, they can be just animated as there are shown above, and take the Rotation of the Joints in your images above, or build as mentioned their own hierarchy to keep it simple.
Your images were my starting point, to add the "bending wire object" after that joint chain is established for these "main objects".
In short: Animate the main elements, and use their rotation or movement as source to set up individual IK chains for the "bend wire" parts.
All the best
Way much better
I was stuck in the joints, and I didn't even though that way was much more easier.
Thanks a lot Dr Sassi, wish a great weekend
You're very welcome, south-guidance!
Have a great weekend as well