EDIT: Forgot to say that I’m using Maya.
I’ve been thinking about this for a long time, but have postponed it because I thought I had to learn plugin development for it to be plausible with some high concepts math etc.
But perhaps that is not the case. Maybe I could hack it?
So the idea is for it to be used for grooming hair styles. You’d create and place cylinders on a characters head and bend these cylinders and shape them to your desire. You can scale them and rotate them to your desire and once satisfied you’d generate the curves inside these cylinders.
The result is that you’d get curves that are attached all around the head that would work with simulation. You could have a script select every curves start point and xy shrink wrap it to the head geo.
This is very close to the GMH2 for Maya, apart from that the curves are to be generated inside a volume and not on the surface.
Now, I have seen this sort of thing in this post, but it is procedurally generated at render time.
So the question is: How would I generate the curves inside these nurbs cylinders. What math should I be looking into?
I have some idea of hacks following here:
I could generate planes based on the isoparms and looking into the UV to randomly select a coordinate. store the coordinates for that point in an array, then use the same UV coordinates for the next plane. Regardless whether it is scaled it would be in relation to the same UV space. Then create a nurbs curve based on the coordinates given.
However some obvious questions would be how to create the plane in the first place. And how do you set the boundaries of the random UV to the cylinder?
As said, any idea and inspiration or anything really are more than welcome =)
Thanks for reading