<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Helix spline management]]></title><description><![CDATA[<p dir="auto">I want to create a helix that wraps itself around inside a sphere, then drops out the bottom in a straight line (see attached model). Ultimately, this will be swept into a tube shape.</p>
<p dir="auto">But I'm defeated by the way the editable helix is built with hard vertices rather than with bezier handles. When I try to chamfer the vertices, they refuse to bend. I tried to replicate a helix using a editable circle but it's too imprecise - rapidly loses the mathematical precision and just becomes a squiggly jumble (in my hands).</p>
<p dir="auto">It seems the spline generated by an editable helix is of a different sort than a spline generated by the editable circle (in adaptive mode) and that's the root of the problem. I assume this has to do with the way Cinema converts procedural primitives into geometric points. I'm constantly bumping into oddball properties of spline points and handles, depending on how the spline was generated. Mysterious world.</p>
<p dir="auto"><a href="/assets/uploads/files/1702734374605-helix-spline-builder.c4d">Helix Spline Builder.c4d</a></p>
]]></description><link>https://cineversity.forums.maxon.net/topic/862/helix-spline-management</link><generator>RSS for Node</generator><lastBuildDate>Tue, 21 Apr 2026 00:51:51 GMT</lastBuildDate><atom:link href="https://cineversity.forums.maxon.net/topic/862.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 16 Dec 2023 13:47:58 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Helix spline management on Sun, 31 Dec 2023 18:35:58 GMT]]></title><description><![CDATA[<p dir="auto">You're very welcome, MFVis,</p>
<p dir="auto">Thanks for taking the time.</p>
<p dir="auto">My best wishes for 2024.</p>
]]></description><link>https://cineversity.forums.maxon.net/post/2998</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/2998</guid><dc:creator><![CDATA[Dr. Sassi]]></dc:creator><pubDate>Sun, 31 Dec 2023 18:35:58 GMT</pubDate></item><item><title><![CDATA[Reply to Helix spline management on Sun, 31 Dec 2023 16:28:38 GMT]]></title><description><![CDATA[<p dir="auto">Fantastic! As I suspected - it's downright magical.</p>
<p dir="auto">I will try this and see what happens. Always something new to learn. <img src="https://cineversity.forums.maxon.net/assets/plugins/nodebb-plugin-emoji/emoji/twemoji2/1f642.png?v=7a11b27qclj" class="not-responsive emoji emoji-twemoji2 emoji--slightly_smiling_face" title=":)" alt="🙂" /></p>
]]></description><link>https://cineversity.forums.maxon.net/post/2997</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/2997</guid><dc:creator><![CDATA[MFVis]]></dc:creator><pubDate>Sun, 31 Dec 2023 16:28:38 GMT</pubDate></item><item><title><![CDATA[Reply to Helix spline management on Sat, 16 Dec 2023 21:50:56 GMT]]></title><description><![CDATA[<p dir="auto">Hi MFVis,</p>
<p dir="auto">Please have a look here:<br />
<a href="/assets/uploads/files/1702763453889-cv4_2024_drs_23_sirs_01.c4d">CV4_2024_drs_23_SIrs_01.c4d</a></p>
<p dir="auto">It is the core animation reduced to the main parts.</p>
<p dir="auto">I use the MoSpline here to create a new Spline (Destination) that I can adjust along the initial Helix.<br />
This spline "Helix. Desti" is used as a Field (Radius, not set to Along) in the Vertex Tag to define where the Belt works.<br />
The Belt was created in the "Sweep.Prep".</p>
<p dir="auto">I hope that allows you to art-direct the spline in a way you like.</p>
<p dir="auto">All the best</p>
]]></description><link>https://cineversity.forums.maxon.net/post/2953</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/2953</guid><dc:creator><![CDATA[Dr. Sassi]]></dc:creator><pubDate>Sat, 16 Dec 2023 21:50:56 GMT</pubDate></item></channel></rss>