The Spline Follow Constraint

Procedure

The Spline Follow Constraint, new to HyperMatter 1.1 takes advantage of MAX2’s ability to animate individual vertices of a spline. It works in a similar way to the normal Follow constraint, except instead of following the pivot point of a named MAX object, the designated HyperMatter part follows the curve of the spline, allowing very intricate and controlled movement.

The following tutorial will show you a very simple demonstration of how the constraint can be used.

Load Scene file spdemo02.max

The scene consists of a HyperMattered cylinder, solidified at a resolution of 4, with an X fit. It is standing on a HyperMatter Walls object, with a simple spline running down the centre.

NOTE: For the spline Follow Constraint to work correctly, certain rules must be observed:

  • The spline must only possess vertices of the types ‘Smooth’ or ‘Bezier’. ‘Corner’ vertices will not work with this constraint.
  • The spline must be created, and then animated directly in the Modify panel, using ‘Sub-Object / Vertex’ DO NOT apply an Edit Spline modifier to the spline; this will disable the Spline Follow constraint.

Hit Play, and watch the animation. You will notice that the cylinder begins to collapse for a while, until it steadies, and then slowly uncompresses again. At the same time, the spline begins to undulate from side to side in a serpent-like motion. Keys were entered previously to set up this movement, using Sub-Object / Vertex in the Modify panel.

Now return to Frame 0, select the cylinder, and select Sub-Object HyperMatter. Now make a part of the HyperMatter mesh, consisting of the very centre line of points only, from top to bottom, so that the line corresponds to the spline at rest. Name the part, and hit the Spline Follow button. Select the spline from the ‘Select by Name’ dropdown and the new constraint will appear in the list. Select the constraint, and type 130 for the end point.

Now hit Play, and the cylinder will undulate with the spline, no longer collapsing on itself as it is supported completely down its centre. At Frame 130, the constraint ends, and the cylinder collapses onto the floor. Save the scene as ‘spdemo03.max’

Try moving the spline to different locations before re-playing the animation, to see the difference in movement. You will probably have to stiffen the HyperMatter object as it is currently very soft, and will be thrown around quite violently if you move the spline too far.

Go to the TutorialThe Spline Follow constraint has many and varied uses. At it’s most complex, it could be used for character animation that does not rely on rigid bone-like links to create the movement, say slugs, or octopuses. It could also be used to crate facial animation, so that for instance, you could use splines to raise a character’s eyebrow, or move lips. The possibilities are endless, so explore and create!