Line sweeping along a curve

   6078   9   3
User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
Hey guys! I have a question for you. I'm trying to get my line to sweep across this here curve. (the end result being a soulercoaster for games).
Currently this is the setup I have. I'm trying to make the line/mesh have a falloff to a point.
As you can see here, For some reason all the vertices are getting compressed on one side.



I was expecting the shape to look like this.



I was followign a few tutorials, but those seem to be outdated at this point. Any help would be super appreciated!
http://paulmillerart.com/ [paulmillerart.com]
User Avatar
Member
504 posts
Joined: July 2005
Offline
Hi,

maybe it will work already, if you interchange the inputs, and you can also move the line more to the center.
User Avatar
Member
447 posts
Joined: April 2018
Offline
You just need a single Line and a Sweep.

Edited by eikonoklastes - Feb. 7, 2021 01:49:40

Attachments:
Screenshot 2021-02-07 104211.png (182.9 KB)

User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
Hey guys! Thanks for the assist.
Aizatulin
Hi,

maybe it will work already, if you interchange the inputs, and you can also move the line more to the center.
To your point. I did put the line in the center before, and that didnt work like I thought. I also switched up the inputs, and this is the result I got.



As for using a single line and sweep, that does part of what I need it to do, however, HOW it's not following along a curve like I'd like.


You can see the curve off here to the left
http://paulmillerart.com/ [paulmillerart.com]
User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
So I think I "figured" out a solution?

I copied a few cubes to the pts as you see here.



Those points are generating curves like so.



The thought was. I could extrude my geometry along the curves. However this is the result I'm getting.



As you can see here, it's not following the curve.
I feel like I'm doing something very incorrectly.
http://paulmillerart.com/ [paulmillerart.com]
User Avatar
Member
504 posts
Joined: July 2005
Offline
The backbone should be the left input, here is an example and yes the second input is optional.

Attachments:
sweep_line.hipnc (84.9 KB)

User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
Well that works, but that's not exactly what i"m trying to do.
This video is a way more accurate representation.

https://www.youtube.com/watch?v=DDuiLJ0LGqM&pbjreload=101 [www.youtube.com]
Edited by Pmiller001 - Feb. 8, 2021 12:46:53
http://paulmillerart.com/ [paulmillerart.com]
User Avatar
Member
504 posts
Joined: July 2005
Offline
AFAIK is polyextrude only working on single curves as second input, but using a feedback loop can help you to avoid this restriction. Here is a simple example using id prim attributes, which represents the curve prim index to be used for the extrusion and mod(%) can be used to avoid overflow.

Attachments:
extrusion_multiple_ids_spline.hipnc (176.2 KB)

User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
Aizatulin
AFAIK is polyextrude only working on single curves as second input, but using a feedback loop can help you to avoid this restriction. Here is a simple example using id prim attributes, which represents the curve prim index to be used for the extrusion and mod(%) can be used to avoid overflow.
Wow! Thanks for that Aizatulin. I'll have to break this down to understand it. I'll return once I've gotten a better understanding. My knowledge of those "block begin/end" nodes is li mited.
http://paulmillerart.com/ [paulmillerart.com]
User Avatar
Member
30 posts
Joined: Nov. 2017
Offline
EUREKA I've finally got what I wanted.
I"M able to create a ribbon out of the curves I'm generating from my pop net. My mistake was thinking that I needed a line to sweep along my curve. Apparently that is NOT the case.I was thinking this sweep node operated like the old one, but all the features I wanted/needed were in the new one.






The goal was/is to see if I can get some interesting Curve meshes for swoops , swooshes, and soulercoasters.
http://paulmillerart.com/ [paulmillerart.com]
  • Quick Links