In the below video, we take a look at creating some battery cables using a few modeling techniques. The actual connector is created using some simple polygonal modeling, and the cable is created using a SweepNURBS object and a few deformers.
As the overall modeling of the Razorback project nears maturity, we’re starting to focus on some of the more detailed and nuanced areas of the model. For instance, let’s consider the kickstands. We know that they will be Pneumatic/Hydraulic, and we know that actuated stuff in sci-fi renditions must have hoses leading from the mechanism into the depths of the robot… it’s just cooler that way.
A quick tip that shows how to use a Vertex Weight Map to restrict the influence of a Cinema 4D deformer.
When applying a deformer in 3D software, the limitations of the deformer are considered in the decision to use it. For instance, if we wanted to bend an object we would obviously use a bend deformer. This gets more complicated as we look for ways to influence only part of an object (typically we want to bend the entire object). In Cinema 4D, we can use the Vertex Weight tag/a Vertex Map to define the area of influence that a deformer can affect.
The general idea of this tip is: We want to twist the lower half of David, while leaving the sword in his hand straight. The Vertex Weight Map and a restriction tag can help us in this case.
The collision deformer continues to amaze me with all of its options and possibilities. I’ve already shown how you can use it to shrink-wrap one object to another in my cables tutorial, and this tip focuses on a more abstract use of the deformer.