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Breaking rope with Maya Hair

Hi guys,

I'm trying to use maya hair to create some breaking ropes. I have 2 hairs that meet tip to tip. I have successfully managed to get the hairs to behave as one by constraining the tips to each other using a hair constraint.

The challenge I face is that a gap appears between the 2 tips as the hairs are stretched apart, regardless of stiffness and glue settings. The only constraint that seems to lock them together is the transform constraint, but this type of constraint creates a rigid section where the hairs meet, destroying the ropes motion.

Any maya hair guru's ( or hairy maya guru's) have any suggestions? ;-)

Cheers

H

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4 answers

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julian [ Admin ]

Hi Matt, I only used maya dynamic curves a couple of times. I found the simulation was good, but the system was too closed and geared to making hair only. Like you say its a bit of a hack to simulate breaking ropes, because you have to stick the separate bits together before hand. If you later decide to make them break at a different location, you have to set up from scratch.

Have you tried playing with nCloth to create breakable things? There's a tearable constraint that works pretty well - you can paint glue strength maps.

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nik s

I did this with Electric wires that needed to break and freak out during a windstorm,

My method: 1. Loft static curves to make tubes (make sure you have plenty of curve segments), 2. Create nCloth from said tubes (use a preset like Solid Rubber to start with), 3. use a transform constraint on each end to pin to locators (in this case to the Hydro Poles) 4. Create a Component nConstraint to join the 2 tubes you want to break (1 for 1 on the Verts of each) 5. Animate the strength off when you want them to break,

What's nice about this method is that if the client wants you to have the wire / rope break at a different time you have full control with animation on the strength of the constraint.

Now if you wanted to get extra tech then you could (in theory, not tested) use a particle simulation with instance to have debris flying at the wire, then use tearable surface nConstraints with the instances being nRigid surfaces to have everything dynamically break. Hell, you could even use the built in wind of the nuculus solver with rand() or animation on it to simulate wind gusts!

nCloth is amazing, I use dynamic curves allot as well (especially as goals for nParticles), but for any kind of rigid sims I tend to allays use nCloth (or Houdini, but we won't go there right now, heh.). :)

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