I have to animate a long tentacle like object eminating from something , wrapping around another object and pulling it backwards. I have been looking at splineIK,pflow and some other approaches but they only cover part of the animation I need.
I am playing with PFlow and I can get something to spawn along a spline path to wrap around the object but not sure how to simulate the thing retracting and pulling the object with it.
I have a created a spiral path and added type to it. This spiral circles a planet-like object. This object is not completely circular, therefore overlaps some of the spiral. I would like the type on the spiral to wrap these protrusions. And I have tried the usual way of applying a text wrap (object > text wrap > make). The type on path doesn't seem to recognize the text wrap.
I am new here I am drawing a CAM that was designed, the CAM has a follower and after it it's attached to another turning piece, so you could say the whole thing is one big Bearing, you could call it a CAM Bearing. Anyway
I've drawn a set of circles along the path of the CAM (the circles are the follower), now I need to make a spline that fits that path. The problem is, that spline always intersects my circles. I need it to always stay tangent to the circles (ie. not intersect)
I have tried many ways and one way was to make the spline connect at the mid points of the circle but it still doesn't work.
Path array of a point on spline, I’m wondering why the path array of a particular point on the spline doesn’t force the points to lie on the spline itself!
I have problem with animating camera along a spline using path constraint. The spline has been spline normalized before added to the path constraint. Then I add besier floating to be able to slow down the camera.
The final camera seems to move not smoothly. This can notice especially when the camera are further away from the origin (0,0).
Some says it's because of Max's coordinates is not fine enough which can clearly proved when import autocad file which located very far from the origin into max and most vertex will be shifted from where it should be in Autocad.
I have model of an insect and I need to cut it into two pices as if plastic toy.
I drew a simple zig zag spline, extruded it, gave it shell for thickness and when I boolean substraction A-B i get 2 halves but without the cut walls- they appear empty. I need the cut to appear as if through a solid object.
Do I have to rebuild those cut walls by hand to make halves appear solid, or is there a faster way?
I've got a bunch of bowls and dishes that have been photographed in a perspective view. That is they're not photographed from a top down or profile view. I'd like to place a pattern around the bowl but how do you make the pattern bend and follow the contours of the bowl accordingly?
I am trying to use conform, but when I pick the wrap to object, it inherits the material of the wrapper object. I am using active viewport and I am aligned directly over the object to be wrapped to. What am I doing wrong?
my specs are this quad processors, 8 Gb RAM, windows xp64bit, 3ds max 2011
I am trying to LOFT multiple ellipse shapes along a spline path to create a door handle. But as soon as I choose 1 section, MAX creates the shape. I cannot figure out how to create the shape with multiple cross sections. I have attached a screen shot and a pic of the door handle I want to create.
I am trying to use a spline to deform hairs on a object.
I have 1 editable spline, with multiple splines attached to it(1 spline which has been rotated), but when I use it to comb the hairs, it will only take 1 or 2 of the splines, so it all goes in 1 direction, rather then all outwards from the center, like the splines are.
The splines are all the same, all in one shape, and all have the first vertex in the center.
I have tried re-creating the splines, but it comes out the same.
This is a detail shot of an ongoing project for a Group Challenge. The supplied image was the door and steps, and you can see what theme I am going with. The entire guitar has been constructed as PS illustrations. The strings are a four layer smart object bent from the Nut to the tuning pegs with Puppet warp, but I need to curve the strings around the pegs to look like they have been wound.
I have a photograph of a jar and a smart object which is my label. If I go: >3D >New mesh from layer >Mesh preset >Cylinder - then the label is wrapped around the cylinder and is actually perfect - job done.
Questions:
- How to I make the Cylinder transperant so I only see the label - How do I get out of the 3D window so I can place my wrapped label on the photograph of the jar?
I can't work this out (I have previous experience with Cinema 4d and Modo) or find instructions/YouTube videos that make sense.
I am attempting to wrap some 2D text around an object, which has perspective. See example below:
The above is my attempt at wrapping the word "NEIGHBORHOOD" around the object. What I did was Object > Envelope Distort > Make with Mesh... and just approximated how it should look by using a combination of guides. There has got to be a better, more precise way of doing this in illustrator.
I'm having a problem sweeping a curved object over a spline. The object will sweep over a straight line...but not on the spline. I keep getting "unable to sweep object(s)" in the command line. I could be doing it all wrong... I've attached the file.
Script to clone an object along a spline so that if i modify that spline vertices all the clones are repositioned automaticaly?
I use to apply a Path Constraint to initial object position and then i call Tools|Snapshot to clone it, but this works just for distribute the clones. The path is relationed just to original object, not to the clones...
I'd like a more intuitive way to set up UV maps in Maya. It seems to me that there should be a process similar to using low polygon models as wrap deformers. Basically I figure that the low polygon would act as a projection wrap allowing for less UVs to adjust but enabling a very good flow of the texture map around any polygon, subdivision, and NURBS model of any complexity. Is there such a thing? If not, is there a way I can convert a wrap deformer to be a UV projection object?
I've never worked with 3D effect before (not even in the earlier versions), until now when I finally need it. I've therefore searched the Internet and the Adobe Forums in order to get to know how to wrap a text/image around a glass bottle in Photoshop CS6. I've found several answers and tutorials, but none of them regards CS6 or they are simply too primitive, whereby the effect is too fake. But when I try follow the instructions in the explanations/tutorials I've found so far for earlier versions of Photoshop (especially regarding 3D effects), I can't find the right buttons, commands, etc. - I can't make it work. how to do wrap a text/image around a bottle/cylinder/object in Photoshop CS6?
i'm applying an extrude modifier to a simple spline shape, and i am accustomed to the extrude modifier generating a solid 3d object in the shape of the spline, if the spline is a closed shape.
however, in this case, the extrude modifier is generating just a 3d outline based on the spline's shape...
i can't figure out why i'm not getting a solid 3d object since the spline is closed (i checked all the vertices).
file is attached (the spline in question is named "upper side section")
Basically I have 3dpolylines and some Splines. I would like to create a road file that uses the geometry of these objects to create a single line/crest of road file.
I'm trying to wrap an image around a curved object. This is a front elevation of a sign I am attempting to render and the sign wraps around a pole. What I am attempting to do is not just "squeeze" the copy but actually attempt to show what the image will look like if you are looking directly at it which means that the closest portion of the image will look normal but as you look further out towards the edges then the graphic and copy would appear to merge and disappear backwards. I hope I am explaining this well. I am trying to wrap my brain around this concept. I know you can do this in photoshop with stretching but cannot fathom how I can attempt this in CorelDraw or Illustrator.