Dec 28, 2011 at 10:42pm


Is there a more appropriate system for creating nurbs “controlpoint” map to phys.body ?
May be the possibility to create matrix point for joints like the multiple object could be cool !


Dec 29, 2011 at 7:24am

Super exemple matmat!

+ 1 “May be the possibility to create matrix point for joints like the multiple object could be cool !”


Dec 29, 2011 at 11:16am

Now that’s a nice patch!

Dec 29, 2011 at 5:13pm

that is a really cool virtual clothes line :-)

Dec 29, 2011 at 7:30pm

great patch matmat!

yes, a future version of phys.multiple will have the ability to automatically create constraints between the bodies based on grid position.

Dec 29, 2011 at 8:57pm


here an another cool patch with gl.path and phys.body !

Dec 29, 2011 at 10:45pm

matmat, those are really great, thanks so much for sharing them!

Feb 21, 2012 at 5:30am

There patches are fantastic. I was working on creating a Spine installation based on the string… and then I upgraded to 6.0.4… now the sheet and path are knotted up and I could use a chiropractor :(

I think its something with the phys objects, but I have no idea…

Is this better done with the multiple object now? I haven’t had the time to get into that yet…

thanks in advance,

Feb 21, 2012 at 9:58am

hi tohm, in the “” object write “@maxsubsteps 2″ …..
see that post :

Feb 21, 2012 at 6:58pm

Thanks! but that only half got it…

When I add “@maxsubsteps 2″ it fixes it, until I save, quit, and reopen… then it is reknotted…
After I delete the “@maxsubsteps 2″ it springs back into line…

Might be a bug?
Here is the file, with ducks replacing my spine shapes…

Feb 21, 2012 at 7:03pm

hi guys, thanks for pointing this out.
there’s definitely something amiss here, and i’m trying to track it down.

hopefully i’ll be able to post a fix to the incremental downloads site in the near future.
thanks for your patience.

Feb 21, 2012 at 8:01pm

in the mean time, it looks like simply removing the loadbang from the poly~ object, replacing it with something like [ r init ], and sending the init bang after rendering starts fixes the knotting problem.

Mar 1, 2012 at 5:22am

the incremental update is now live, and fixes the issues these patches:

Sep 12, 2012 at 1:56pm

it become easier with 6.07 :)


– Pasted Max Patch, click to expand. –
Sep 13, 2012 at 5:05am

matmat: It’s beautiful! Thanks for sharing.

Sep 13, 2012 at 4:25pm

yay! so much simpler!


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