Helix spline management
MFVis last edited by Dr. Sassi
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.
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).
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.
Dr. Sassi last edited by Dr. Sassi
Please have a look here:
It is the core animation reduced to the main parts.
I use the MoSpline here to create a new Spline (Destination) that I can adjust along the initial Helix.
This spline "Helix. Desti" is used as a Field (Radius, not set to Along) in the Vertex Tag to define where the Belt works.
The Belt was created in the "Sweep.Prep".
I hope that allows you to art-direct the spline in a way you like.
All the best
MFVis last edited by
Fantastic! As I suspected - it's downright magical.
I will try this and see what happens. Always something new to learn.
Dr. Sassi last edited by
You're very welcome, MFVis,
Thanks for taking the time.
My best wishes for 2024.