Friday, March 20, 2015

Day 12 - Wire Solvers

Wire Solvers

I proceed on to do the wire solvers tutorial. At the first part of the tutorial, I learned what's the difference between a wire solver and a RBD object. If we were to drop down a sphere, a wire object will look like a squashy ball while the rbd sphere object will have no deformation when dropped down.


I played around with the wire sphere object and trying around with their functions.


After that, I created a grid and make it a wire object too and this is the effect when the sphere and wire touches each other.


Through this tutorial, I've also learn what is a flipbook about. The flipbook allows me to render the animation that I created and use it for comparison.


Next, I continued to try on new examples. For this one I created a sphere, ground plane, grid and wires. I tried to make the wire stay on top of the grid but will still bend when touches the sphere. I make use of "pointwrangle1" node and typed in this expression to make the wire stay on top. 
Expression: f@gluetoanimation = 1.0;


Wire Pin Constraint
I tried on the next example whereby I get to use wire pin constraint. This looks similar to glue constraint. It allows me to select a point and when the RBD object starts to move, one point will constraint it leaving it hanging on air.


In order for me to constraint another object to the first object, I can go to the wire node and create out an "Add" node for me to join those points that I wanted to. I'll then go inside my autodopnetwork and increase the strength to make both object falls but still sticking together.


Moving on to my last example, I did out a beaded curtain. I created out the shape of the curtain then uses a pin constraint to constraint the most top part to make the curtain stay on spot.


After that, I created out a sphere, making it a RBD object and added a "impulseforce1" in the autodopnetwork so that the sphere will swing slightly to the x axis and not falling down straight. So this will be the effect.


Lastly, I created out the beads and uses an object merge to make those cubes that I created out which is suppose to be the beads to replace the points.


The last part of the tutorial Mr Ari shows us some of the extra example which he had already created out and I find that I learned a lot of new stuff from this tutorial.

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