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Snaking tube trumpet thing..
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Snaking tube trumpet thing.. // Archive: Tech Forum
Post by splinters // Feb 29, 2008, 11:36pm
splinters
Total Posts: 4148
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Maybe this is possible, maybe not.
I want something like described in the title; a snaking tube that gets larger towards the end like a trumpet. I have done this previously with a swept cylinder then SDS but I really need it as a lofted profile (Nurbs) but I need a way to adjust the 'swell' of the tube. Is this making any sense? Here is what I got already but it is not possible to adjust it easily as it is swept...I need the stripey tube to 'snake' around the text like a large surreal vaccum cleaner.
With my Little CLoud project I had a string which was a lofted nurb cylinder. I could R-Click on the string and move the CV's to change the shape of the string...that is the perfect solution but so far I don't know how to make the profile get bigger along the curve.
One for the Nurbs experts I guess. |
Post by hultek43 // Feb 29, 2008, 11:46pm
hultek43
Total Posts: 234
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Select the rings and scale them to suit. It should work easily and quite well. I'm still on 6.6 here and have played with stuff like this. ;-) |
Post by splinters // Mar 1, 2008, 12:08am
splinters
Total Posts: 4148
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Here is what I am after but I want the end of the tube getting bigger as it comes toward you...like a trumpet. Any easy way and one that will not destroy the nurb history so I can simple tweak the path to suit?
Oh, and this is very rough by the way...LIMBOOOOOOOOOO!! |
Post by splinters // Mar 1, 2008, 12:11am
splinters
Total Posts: 4148
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Select the rings and scale them to suit. It should work easily and quite well. I'm still on 6.6 here and have played with stuff like this. ;-)
How do you do that Hultek? When I R-click my tube I can either scale the profile (the circle) or edit the points on the curve path. I can see no way of selecting each ring....:confused:
I don't want to convert it to a poly object either. |
Post by hultek43 // Mar 1, 2008, 12:29am
hultek43
Total Posts: 234
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Check your e-mail....:D |
Post by splinters // Mar 1, 2008, 12:35am
splinters
Total Posts: 4148
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Cheers Hultek. |
Post by jamesmc // Mar 1, 2008, 4:13am
jamesmc
Total Posts: 2566
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Of course I did this with the assistance of (include no name here)
One of my favorite tubular experiences, the Bass Commode. :D |
Post by spacekdet // Mar 1, 2008, 7:52am
spacekdet
Total Posts: 1360
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Check your e-mail....:D
Check your email?!
Don't leave us hanging, what is this, Secret Solutions Week?:rolleyes:
For the benefit of your breathless readers who are dying to know...:
You can keep it NURBS, but the tradeoff is that you won't be able to edit the path curve quite as easily.
In the NURBS toolset, select the 'Convert NURBS object with construction history to plain patch' icon.
At this point, if you haven't already, it's a good idea to save the two constituent curves into a Library so that if it all goes south, you can quickly recreate the object.
Now when you right-click on the object you can select either the 'rings' or the 'run' curves ( or individual points) and edit them. |
Post by hultek43 // Mar 1, 2008, 9:05am
hultek43
Total Posts: 234
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While the suggestion you made is a good one, how about suggesting they save a copy of the original object first. ;) Once you figure out how much detail is necessary to get the results you need, you can work on it. A couple other possibilities are to select one of the path curves, and use the curve from edge tool:icon_CurveFromEdge:. Save this to the curve library with one of the original profile ones. Once loaded back into the scene, select the profile curve and then use loft surface:icon_LoftSurface:, selecting then the path curve. Another method would be to save all the profile curves and use skin surface:icon_SkinSurface:. I know that I left a couple other methods out. |
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