2: MODELING THE ROPE
rope will look like it is made of twisted strands which themselves are
made of twisted fibers.
Making a cross section for the rope. It will look like 3 twisted strands.
Extrude the shape along the Z axis. The shape must extend along the Z
axis for it to conform correctly to the bones.
Create a UV map for the rope before it is twisted. This will allow an
texture image to be mapped onto the rope.
Use the twist tool to put twists into the rope.
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.
Then, from the Map tab, I brought up the Transform UV window and scaled
the UV map by 500%.
enlarged UV map:
used the Merge Points command (on the Construct tab) to reweld all the
image shows the rope extending along the Z axis with the skeligon chain
visible on a background layer:
created an Endomorph for the rope.
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.
objects are now ready to load into Lightwave.