Tutorial: how to model (and render) a realistic spiral cable in Blender (and Yafaray)/2
In this second part of the tutorial I will show how I positioned the spiral cable, modeled as in the PART 1, in the scene to be rendered.
As an unskilled blender modeller as I am, my first attempt was to add a Curve modifier to drive the shape of the cable. Apart from the difficulty to model the curve in a realistic shape, the curve modifier deformed the wires in a very awful manner. So I thought it was time to learn something about rigging. 🙂
I added an armature and extruded 40 bones, one for each coil, and 2 longer bones for the tails.
Then I had to make it parent (armature type) of the cable. To do that I had to select the cable as first and the armature as second, then select the command Object/Parent/Make Parent…
On the first pop-up menu I choose armature type, on the second one I selected to automatically create vertex groups From Bone Heat.
First of all, in Object Mode I moved the armature so that the first tail is in the socket placed in the body of the intercom. Then in Pose Mode I grabbed and moved the last bone so that the second tail fits the socket placed in the handset.
To do that, in the Object (F7) section I opened the Physics buttons tab and enabled Collision both for the cable and the table. Then I selected the cable and pressed the Cloth button. I set up the cloth material to have high stiffness and high dumping as in the images below.
Then I pressed the Bake button to generate the deformed cable; the default ending frame is 250, but after about 100 frames the shape is quite stable.