I’m making an entry for a poster contest (a local competition, isn’t online) and I have to get my work to print on Monday (8th of January). Please, help me out with these two quick questions.
How to model a nice looking rope?
I’ve been experimenting with extruding a tube but is there a better way? The rope is going to be a sort of a necklace so it should form a round shape around the character’s neck. The problem is that when I started extruding, the shape distorted and went flat when I got to the shoulders. How could I keep the shape of the rope in control (no distortion) and still form it so that it’ll go through rings hanging from it?
Here’s a reference of what I’m talking about (not rope though):
How to make fluids that defy physics?
I need to make fluid that splashes in horizontal direction like in this image:
Rope can be made easily by using a path and a profile of the rope made with curves (easy to do with curveCircles for instance). Set the curve profile as BevOb of the path. Then twist the path by using tilt command on its control points. You can find more information about the curves at the wiki.
Yup, I can rotate the camera too, it’s just that I’ve already created the other parts of the scene so it could be a little drag to move them around. I’ll post again if that solution doesn’t work.
Sorry to bump this thread but I got it “almost” to work. Could someone please quickly tell me why does that hole form there and how do I fix it so that it doesn’t twist at that part?
Edit: When I rotate the path 90 degrees, the problem disappears. I thought that adjusting the BevOb circle the same way (keeping my original path of course) would help then but it isn’t the case. Please help!
One way is to use Path object as path. Then use t key to tilt its segments. Also remember to make profile like in provided image. Twisting simple curveCircle does basically nothing.