Twist-O-Rama Version 1.01 Synopsis:
Motivation:
Installation:
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Usage:
Coiling up a cylinder:
Create a cylinder [redius 10 x height 100] and give it about 30 Height Segments. Go to the modify panel and apply the Twist-O-Rama modifier to the cylinder. Set the angle on Twist-O-Rama to 720 degrees and the offset to 20. You should now have a cylinder that is twisted up into something similar to a sea shell. You can now simply curl and uncurl the object by adjusting the angle parameter. |
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Unwrapping the coil:
To take the same coiled up cylinder and unwrap it in a more "unrolling" sort of way, you have to use the Limit Effect. Turn on Limit Effect and adjust the Upper Limit until you get the coiled up cylinder back. Now click the Sub-Object button so that you can move the modifier's gizmo. By moving the gizmo down the length of the cylinder, the coil will unroll. |
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This modifier was based upon Max's Bend modifier, so the
interface is pretty similar. Like Bend, there is the Gizmo and Center
sub-objects that can be modified, however I don't see any difference between
moving modifier's Gizmo and moving it's Center.
Angle and Direction work the same way they do in the Bend modifier.
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Tightness:
The Tightness parameter is what actually does the coiling verses just bending. Setting the Tightness to 1.0, the Offset to 0.0, and the Bias to 0.0 will make Twist-O-Rama work just like the bend modifier. The following image shows the Tightness parameter in action. The Tightnes is changed from 1.0 to 0.0 from left to right. The top-left cylinder shows a standard Bend achieved with a Twist-O-Rama, whereas the top-right cylinder shows the deformations that occur during a normal (ie. Tightnes = 0.0) Twist-O-Rama bend. The bottom row of twisted cylinders shows the Tightness parameter again, but this time in conjunction with an an Offset of 40.0. |
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Bias:
Bias is used to offset the curl in the direction perpindicular to the curvature. Using Bias you can do things like corkscrews or long pointed sea shells, like augers. |
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To
Be Done:
The algorithm could use some more work to give the user a better handle
on controlling the self intersection of thick objects.
General:
The
usual disclaimers apply - Blur studio cannot support or guarantee this
thing in any way. Its gratis - enjoy. If you have any comments or questions,
direct them to blurbeta@blur.com - If we have the time, we'll do what we
can. See also: the license agreement.
our
generic readme, this plugin's current bug list.
You may not distribute this without permission from blur studio.
If you use it, your company has cool T-Shirts, and your looking for a way to show your gratitude, send a shirt or two to:
R&D
at Blur Studio, Inc.
1130
Abbot Kinney Blvd.
Venice,
CA 90291
software@blur.com
Scott
Kirvan - Blur.
Last Modified : 09/29/99