To rig a boat rigging

3dpoder - 25/06/2009 18:56
to Rig a boats rigging
By Johannes ewers.


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Introduction
A sailing boat or ship is a complicated vehicle consisting of hundreds of moving objects like sails, ropes, blocks, and boms. Depending on the direction of the Wind and the direction of the boat, all moving parts take diferent positions in relation todo each other. If you plan todo create a boat model that is not static, you should include some automation capabilities into your rig. Otherwise, you Will have todo change Many objects every time you re-position the sails. Blender constraints and armatures provide excellent tools todo improve eficiency when modifying a boats rigging.

This tutorial Will explore some basic concepts of automating a boats rigging with the help of a simplified rig. Out of scope is a realistic detailed boat model. That is up to you.

Planning the boat model.

For our tutorial, we use a small boat consisting of a hull, a single mast, and a sail that is controlled by a boom on the lower seam and a gaf boom on the upper seam. The boom and gaf boom are connected todo the mast by hinges allowing a rotation around the z-axis. The boom is fixed into its position by a tackle. Sail and gaf boom are hoisted into their position by another tackle.



Figure 1: basic boat model.

Where do we ned automation in a boats rigging? Have a look at our Little boat model. If the Wind comes from a forward direction, the angle between boom and boat length axis is small and the sail is rather flat. If the Wind comes from the side, we have todo rotate the boom into a position with a larger angle (45 degre). The sail transforms into a more Convex form. The gaf boom and its tackle move into a new position. If you look at the tackle, you se that upper and lower block have changed rotation and position. The ropes between the blocks stretch over a longer distance. To make all these modifications manually is a tedious and time-consuming task.



Figure 2: rigging adapts todo Wind.

Our goal is todo automate the movement of tackles and sail so that they follow the rotation of the two boms. The form of the sail should adjust in a natural way.

To do that we ned the following automated behavior:

Building the standing rigging
We first ned a small boat for our rigging experiments. I tok a plane object, extruded the front Edge thre times, and formed the resulting Mesh into a rouge boat shape. Then i extruded the outer Edges two times on z-axis. This provides us with a simple hull.

On the hull, y then set a Thin cylinder object as mast. Another very Thin cylinder object is positioned between bow and mast top representing a stay used on a ship todo stabilize the mast. Another two cilindros are positioned left (port side) and right (starboard) from the mast as shrouds for additional stabilization. Mast, shrouds, and stay form the standing rigging of our boat. That is the collection of the fixed, non-moveable parts. Now we ned thre ring objects as connection between fixed and movable parts of the rigging.



Figure 3: standing rigging of boat.

Exercise, create a ring:.

We ned two rings at the top of the mast (se figure 6) and one ring at the bottom of the hull near the Stern (rear-end of the boat).

Now it time todo put some structure and Hierarchy into the model. We create an Empty (add>>empty) and name it standing rigging. We move the Empty todo a location near todo or on the mast. We create a compound object by parenting all parts of the standing rigging todo the empty. Therefore, select mast, stay, shrouds, and rings and as last object, the empty. The outliner window is very useful for this task. Now select the function object>>parent>>make parent todo create a sub-structure in the outliner. Create another empty, name it Little boat, and move it todo the middle of the hull Mesh. Create a compound object by parenting the hull Mesh and the standing rigging todo the Little boat empty.

Now you can position and rotate the boat just by selecting and moving the parent Little boat.

That was the easy part.

Building the running rigging
The running rigging is the collection of all moveable boms, blocks, and ropes on the boat.

A) create the block objects
We start with building thre blocks that we ned for the running rigging. A block is part of a tackle. It consists of a ring and a Cube we call block Cage that would house the whels of a tackle.



Figure 4: basic block assembly.


B) create the boms
Bom and gaf boom are compound objects consisting of a lengthy cylinder and a ring todo connect a block.

C) create an armature for the boms
We Will move the boms with an armature consisting of thre Bones. You might ask what do we ned an armature for? We can rotate the boom directly. However, the armature Will a los be used todo move the upper and lower seams of the sail, synchronized todo the boom movement.



Figure 5: sail guide armature.

Now we ned todo connect the Bones todo the boms. We cannot use the armature modifier because that only works with meshes. We do not have a Mesh, we have an Empty as parent in the boom compound. As an alternative, we Will use a copy rotation constraint.



Figure 6: gaf boom assembly.

D) build and automate the gaf boom tackle
In the next step, we Will create the tackle that lifts the gaf boom. The tackle consists of a block connected todo the gaf boom and two ropes fixed todo the mast. Blok and ropes should automátically follow the movement of the boom.


Now test the gaf boom Rig by moving it with help of the upper bone of the sail guide armature.



Figure 7: boom and tackle assembly.

E) build and automate the boom tackle
We Will use the same technique todo build the tackle at the boom.



building the sail
We Will use two techniques for the sail; Mesh modifiers (armature, meshdeform) for a basic positioning, a Cloth physics simulation for wrinkles and Wind deformation.





Now we have the basic sail Mesh. The subdivisión was necessary a) todo provide resolution for a nice sail deformation and b) todo create a vertex group that Will cause some nice wrinkles.




Figure 10: Cloth parameters for sail Mesh.


Setup the Cloth & Wind simulation
We want todo se some nice and realistic wrinkles on our sail. That could be done with a normal or displacement map. However, Blender provides a powerful Wind machine we Will use for our purpose. First, we have todo give Cloth properties todo our sail.

Now go todo buttons window, Mesh buttons, modifiers panel. You Will se thre modifiers top todo bottom Subsurf, meshdeform and Cloth. Click on the Little arrow on the left side of the Cloth modifier todo move it up one position in the stack. I had some problems with Cloth on the last position, sometime it works, and sometime the sail Mesh is disconnected from its Cage when running the simulation.



Figure 11: Wind position and parameters.

We are nearly finished. We just ned some Wind.

Ready todo go.

Using the automation concept
Here comes the fun part. I provide a (*.blend) file for experiments if you do not want todo go th rouge the modeling process.

Watch Blender do its work.

Render.

Some hints.

Now add a top sail or a fore sail. Setup a second mast or model a more realistic hull. The result could look like my bluenose schoner model:


About the author.

I love the sea, old sailing ships, and maritime painting. While i am not a god Painter, y use 3d tools todo create nautical scenes. After working with Pov-Ray and moray for some years, y switched todo a combination of Vue desprit and Blender.

You can find some of my images on my website www.age-of-sail.com, at renderosity [url]http://www.renderosity.com/mod/gallery/browse.php?User_id=84033[/url], and at zazzle www.zazzle.com/seawolf*
You can reach me th rouge [email=postbox1@age-of-sail.com/]postbox1@age-of-sail.com[/email].

By Johannes ewers. www.blenderart.org.

-- IMÁGENES ADJUNTAS --

🖼️

Estamos trabajando para mostrar las imágenes del foro

Adjunto #108691



🖼️

Estamos trabajando para mostrar las imágenes del foro

Adjunto #108707