I wanted to have an animation of a rope that gradually tightens up over time when a button is held (To a minimum diameter). When the button is released I want the rope to gradully expand.
It really depends on how the final product should look like, assuming the above is a sketch, and the purpose it will serve. Procedurally, you could achieve it with a spline + spline mesh component. Tightening tangents and controlling spline points would produce this noose effect.
Is this a one-off or are you going to feed it data?
Hey thanks for the answer, Spline might be what I’m looking for. It’s a one of thing, like a magic rope tightening around the player when they are charging an attack. So it would have a linear curve it always follows. And if they stop charging it expands again, always in the same expected pattern, purely aesthetically.
You do not need only shape change, you also need points on that “rope” to continoulsy move along rope like you are pulling it. Bezier stuff will not simulate this. It will be tricky to do that with texture panning, and lack of that will make this animation not accurate.
Agreed, you could make a really nice physics based simulation in your preferred program of choice
and just import it as an animation and use the play rate forward reverse to fit the needs.
Would run allot better, and give you the expected results every time.
Youtubes suggested this (after i searched for rope things):
This stuff is even better.
ps.
From my experience trying to do stuff like this:
watch for performance, really important.
try this with different FPS, physics acts really weird when you have low fps.
and last:
this is tricky thing to do, almost on edge of being pure/dirty hack.
So you should give Yourself a question: is this gimmick really so important to gameplay that you really must have it?