How to bend the branches?
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 From:  ed (EDDYF)
2981.13 
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EDITED: 12 Mar 2010 by EDDYF

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 From:  jbshorty
2981.14 
Hi Anna. Using the methods already mentioned by Michael G , I see no reason you can't keep this as Nurbs when you deform the branches. Just create your flat trimmed shape. Split off any "limbs" by using a line as the splitting object. Run flow as MG described or even use the bend command but be careful that your bending spine is perp to the splitting line and that the bend starts a short distance inwards from the edge of the split, this will keep tangency of the seperate pieces. Bend takes a bit getting used to but good results are super easy once you got the hang of it and you set the Cplane properly to the bending plane. If you decide to use Flow the be sure to set the "stretch" option to "no" so the bent limbs will be accurate size after flowing. Then you could join the nurbs parts, thicken (shell) in MoI or Rhino 5...

Alternatively, you could model this in modo. Just divide a subd mesh to a high-res version and use the bend tool in conjunction with a weight map or falloff to control the localization. But would be difficult to keep the accuracy of the flat production form versus the subd form...

Another idea if you decide to model in subd is to rig a flat high-res mesh with bones in an animation program. A simple weight map could restrict the bent areas to selected regions. Then you're ready for some animation too... hmmm... I'm picturing a bad (really bad!!!) Eddie Murphy movie circa the mid-1980's with a dancing soda can... :•)

jonah
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 From:  okapi
2981.15 
Since you mention that you also have modo,
I would recommend you do this with subd. It will be much easier to control.
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 From:  Anna Pheiffenberger (ANNA)
2981.16 In reply to 2981.15 
The only problem I see using modo, is modeling this 2d shapes or complicated profiles that gets extruded to some thickness...is there something I am missing in modo or are these things just simpler using moi?
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 From:  Anis
2981.17 In reply to 2981.16 
Hi Anna,

Also you have consider that Modo only handle polygon data as I know.
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 From:  okapi
2981.18 In reply to 2981.16 
right, it is much easier to get precise shapes out of moi.
But it seems you want to have some 'soft' control as to how the shapes are bent, and here modo seems more appropriate.
I like using both apps, depending on the specific task.
in modo, you should create your 2d shape first, making sure you have a god edge flow (use only quads),
after you give your shape some thickness you can either use
edge weights , or use minimal edge loop bevels or extrudes to get a hard shape.
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