PART
2: MODELING THE ROPE
This
rope will look like it is made of twisted strands which themselves are
made of twisted fibers..
.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .
. . .. . . . . .
STEP 1
Making a cross section for the rope. It will look like 3 twisted strands.

STEP
2
Extrude the shape along the Z axis. The shape must extend along the Z
axis for it to conform correctly to the bones.

STEP
3
Create a UV map for the rope before it is twisted. This will allow an
texture image to be mapped onto the rope.
STEP
4
Use the twist tool to put twists into the rope.

STEP
5
Unweld the UV map polygons. I did not want to create one image that covered
the whole rope. I wanted to create a smaller texture that would tile up
the length of the rope. To that end I needed to size the UV map vertically
by 500% (so my image will tile 5 times along the length of the rope).
Before enlarging the UV map it needed to be Unwelded as some of the UV
points are locked down in the welded state. I selected all the polygons
and chose the Unweld command.

STEP
6
Then, from the Map tab, I brought up the Transform UV window and scaled
the UV map by 500%.

The
enlarged UV map:

STEP
7
I
used the Merge Points command (on the Construct tab) to reweld all the
polygons together.

This
image shows the rope extending along the Z axis with the skeligon chain
visible on a background layer:

STEP
8
I
created an Endomorph for the rope.

I
stretched the endomroph smaller. Using the endomorph I will be able to
stretch or shrink the rope along the bone chain to size it properly.

The
objects are now ready to load into Lightwave.
|