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Twisting Cables in 3ds Max - Tutorial

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  • Опубликовано: 17 авг 2024
  • This quick tutorial explains how to create twisting editable splines in 3D Studio Max, easily and quickly without plugin, using only a loft compound object.
    With this technique, the strands of the twisted spline remain afterwards independently editable.
    This can be used to create complex electrical wiring in archviz or environment modeling.
    Let me know what you think in the comments!
    Music: Boing Country - The Bunny Concerti - laei music

Комментарии • 11

  • @spawnjg
    @spawnjg 11 месяцев назад +2

    I knew there was an easier way, thank you!

  • @sthJuniorPK
    @sthJuniorPK Год назад +1

    This is ingenious. Thanks for the tip.

    • @laeianimation
      @laeianimation  Год назад +1

      I'm glad you liked it. Turns out, when a client gets you out of your comfort zone (and insists on it) you get creative fast! ^^

  • @claudegosselin4636
    @claudegosselin4636 Год назад +1

    Simple et efficace! J'aime ça :) Merci pour le tip

  • @brdklt
    @brdklt 2 года назад +1

    Beautiful!

    • @laeianimation
      @laeianimation  2 года назад

      Thank you so much, hope it was useful!

  • @Team_rk288
    @Team_rk288 Год назад +1

    Bro how to make dynamic hoses with bones

    • @laeianimation
      @laeianimation  Год назад

      Now that's a good question... what are your technical limitations? Is it to run in a game engine? if so I don't think its very different to any other rigging. Or do you want a simulated motion of the hose? but using bones? I'm curious now!

    • @Team_rk288
      @Team_rk288 Год назад +1

      @@laeianimation I made a project like Offshore spm animation for hoses and crane I started with max some of points I stuck then I finished that project with help of blender also blender is soo easy but I like max but some time I stuck can you do a Offshore hose animation like real world dinamic simulation with ocena and hose and crane

    • @laeianimation
      @laeianimation  Год назад

      @Loading, I think there is two different problems in you idea... I found that when I do something and I want it to look like the real world I get into complicated territories like "making realistic simulated waves". But then I try to cut the problem into smaller parts :
      - The waves on the one hand you can do with a simple deformation helper called wave or ripple, and the rest of the complexity can be a displacement shader -- then your deformation helper can move the water surface as well as either directly your hose mesh or a spline that you can use as a bone object (just apply a skin to the hose mesh, as a modifier, then use a spline as a bone and that should do the trick)
      - On the other hand you have the rest of the motion floating on the surface, that can be a maxscript or just a projection controler.
      - and finally the crane is some rigging. This guy as awesome rigging tutorials for mechanical systems: www.youtube.com/@larsem8
      If you need all of it to be procedural, this may be really slow in the end and not very usable.
      Houdini or Blender may be a lot more stable with a fully procedural system like this one I think.
      If you have more questions, please, find me on Discord!