pulling tail behind object
hello, I have been fumbling with this for too long. your help is greatly appreciated.
I am trying to push a rigid end down a throat, and pull a tube along behind it. I can use Spline Wrap for the tube, but I am not having any luck finding a way to attach the end without it getting distorted as it goes around corners. What I would ideally like is for the highlighted cluster to be attached to the head's parent, which have an Align to Spline tag on it, so that I can turn the head to tweak turns, then the tube just drags along behind it, with the little cluster staying stuck inside the head as it turns.
I tried making the tube a rope, and made a copy of the throat as a collider but that went nowhere.
would be nice if the head pushed the throat open around it. I'm making do with a Bulge Deformer, but would have preferred to have cloth working. Bulge and cloth don't seem to interact for me, it's either one or the other.
Perhaps this setup could provide some ideas.
I also have a decay Field in it, as organic tissue might adjust back with a little delay.
Besides, the "Vertex Map" can be used in a Plain Effector as a Field.
The Plain Effector is set to Deformer> Point, and the P.Z. value is adjusted.
Let me know if that provides some starting points.
My best wishes for your project
P.S.: One more with some different ideas.
The Spline.Sub produced via MoSpline, is used here as "Field" to drive the "Displacement".
I would "bake" it as Alembic.
thank you, the throat distortion is looking good but the piece on the end is not flexible, it has a metal rod inside, so can't use Spline Wrap, only Attach to Spline.
it needs to have its axis down near the base, because i need to be able to steer it once it enters the stomach. When I turn it, the end of the tube needs to stay attached and flex with it. I can sort of cheat it by putting a Bend deformer on the end of the tube, but i'd rather they behaved as a single object if possible. thank you
this almost solves the problem, but the connection is still too floppy.
Dynamics and simulations are undoubtedly excellent. Enjoy the exploration. How much that art is directable is always the main question for me.
Here would be my approach:
The key is to have a straight line to "Bind" the object.
The head is weighted to one Joint, then transitions to the Tail part.
If the animation works, perhaps export and import it as FBX, like baking the joints. Spline IK is not the most stable.
All the best
One more thing
Perhaps this works better for you and stays adjustable.
(If some care is given, it might be useable with the Collision Deformer for the "tube".)