ribbon

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jean-claude
Posts: 31
Joined: Tue Dec 16, 2014 11:06 pm

ribbon

Post by jean-claude »

Hello everyone

I have to make a ribbon with the shape that I join. with extruded rail, it does not really work because when you fold a ribbon it can not twist but must bend and with lightwave I can not do it. Probably there is someone who could tell me the procedure without necessarily being the object.

thank you in advance

JCé
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thomas
Posts: 348
Joined: Tue Aug 31, 2010 9:59 am

Re: ribbon

Post by thomas »

Have you tried rigging with bones and deforming in Lightwave? Alternatively, do a rail extrude but with two curves, not one. That will allow you to twist. By the way, when rigging with bones, you could even bend without twisting in Layout, and then do the twists on your object in Modeler.

I know, it's not a great procedure, but unfortunately, even in 2018, this type of things is very tricky and difficult to do in Lightwave...
jean-claude
Posts: 31
Joined: Tue Dec 16, 2014 11:06 pm

Re: ribbon

Post by jean-claude »

Merci Thomas

Je vais essayer avec 2 courbes. pour les os, je suis pas spécialiste dans ce domaine ;-)
thomas
Posts: 348
Joined: Tue Aug 31, 2010 9:59 am

Re: ribbon

Post by thomas »

Hi Jean-Claude,

I'm replying in english so potentially other people can follow to!

What I mean with the bones is really simple, because you don't need to make any difficult rigging setups at all. You just need to create your ribbon as a flay shape in Modeler, along the Z-axis. Then in layout you create one single, small bone (about 1/50th of the whole ribbon), and then you add 49 child objects.

And then you can just move each of these bones. Attached is a simple demo setup.

Quick tip:
- first add 1 bone and set the rest length
- then press = and "enter" repeatedly to add child bones
- then go to the root bone and press "r" and the down arrow repeatedly to activate the bones
- as always, the smaller the bones, to more control you have but the more bumps you can get. The bigger the bones the less exact control you have but the smoother the result
- in the same line of thinking: in bone properties, set falloff type to to "Inverse distance" for smoothness and less exact control, or "Inverse Distance 128" for more exact control at the risk of creases
- more in the same area: set more or less subdivisions in modeler for smoother or more exact.
- as I said before, you can add the twist of the ribbon in Modeler. You can also rotate the bank angle of the bones in Layout but this is often more difficult to control.

Let me know how this works for you.
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