why don’t you model it to look exactly like the pic
(use curves - then convert to mesh)
and then you can use multiple curve modifiers with vertex groups to control the movement
Thanks for the informative image Zwebbie. A series of extrudes from a subdivided cube.
I really like modeling with curves, however, because it is so much easier to alter and tweak the shape at any time.
Is there anyway to attach a curve to a face, let’s say the top four faces of a subdivided cube and then make those faces extrude down that curve? That would be an ideal solution for me.
Thanks for taking the time to comment. I have done a lot with Blender, but modeling is still new to me.
You can create different vertex groups for the extruded tubes and then add curve guides to the vertex groups (like you did for your paper tear - but you don’t seem to get the gap artifact)
@alank: Yes, that would allow me to animate/alter the tubes, but not model them. I would be altering existing mesh faces. The great thing about curves for modeling, is that you can control the face distribution with the curve handles prior to conversion to mesh.
I combined Zwebbies modeling with AlanK’s suggestion of vertex groups. But instead of using the curve modifier, I used the wave modifier for the vertex groups to add a sort of auto-undulating animation. The curves are still in place, so some manual adjustments are possible. But I still don’t have the curving in effect at the top of the tubes that is easy to achieve with curve based profile modeling. I guess it is good enough for now.