hey everyone , i v got this kinda ropes shape and i need to wrap this ‘rope’ over the whole handle to get like a shink wrap effect, how is it possible to realize? was trying to twist it with curve and screw , but i failed. im a new in blender so if u can help me with this i ll be realy appreciate ,thx
You can (if not using Geometry Nodes) shrinkwrap a spiral (or three) to the hilt and then use the skin modifier and some subdiv…
actually i need to wrap particular object , but i was trying to make something like this and i got flat twisted shape , i dont know why my pipes are flat as hell
There was a trick… i have to search if i have more time…
I am not sure its current,
In the shrinkwrap modifier check the icon on the far Left ( looks like a vertex on the corner of a paper) This will allow you to use a spline object to add a round bevel…
Single vertex added…set screw modifier…convert to curve…add shrinkwrap modifier set for spline…add round bevel in the curve properties…
I haven’t had much luck with the Wrapping Tools in 3.1RC
with single vertex it works, but when i try to make it for complex mesh like in the picturefrom my first message - it doesnt work i dont know
I would set the spline and then on your object using an array and a curve modifier to follow the curve…
You can do all sorts of things with it…
Would the above method work if you wanted two cylinders coiled around each other to simulate rope?
Let me see if I remember how to do it…it’s been awhile…
If you have an object ( pre-made ) like a piece of rope…
Then all you need are a Curve Object…and Array Modifier and a Curve Modifier…
This is a chunk of Cable I had laying around…
Sometimes fit to curve will work just fine… but you might need to change that to a fixed amount and change the offset to get things right…
thx, i ve managed , btw the problem was is i had to apply transforms and also its i ve noticed - better to put everything in the center of axi
Ahhh too bad… the trick i mentioned and learnt some time ago was something about using the to be wrapped geometry bound with a Surface Deform Modifier to a flat surface which is shrinkwrapped to the wanted surface (sword hilt in your example). But this seems not to work so good on a circular geometry…
Oh Yeah…If you don’t apply scale/rotation etc. it might never work I have fallen into that trap myself, and fought with it forgetting that one simple step! And yes each object should have the same origin point or you will fight to get the proper axis in all the modifiers to work together!
Happy Blending!