Airplane stairs to fit through a curved doorframe

Hi all,

Was wondering if anyone could help with this query? Here’s what I’ve done to solve this issue:

  1. Used lattice - works, although when the stairs are animated they become all disfigured when they move through the lattice shape. Changed the ffd1 settings in attibutes to “all” instead of “inside”. Seemed to work, but then it retained the shape instead of flowing from it’s normal size and shape to that of the curved one.
  2. Tried using the non-linear bend deformer which seemed to start off okay but I never was able to get the shape of the curve. I tried adding a second bend deformer (no game) and also adding smoothing (retaining hard edges) and still no luck.

So I’m at a loss now, any suggestions are warmly welcomed!
Thanks in advance.

EDIT:
Sorry, forgot to add the software! It’s Maya2011 :smiley:

it’s a bit difficult to understand what your situation is… is it possible for you to post some pictures?

Not sure if I’m allowed to as it’s for a production.

Basically, the doorframe is curved like this brackets )_) and the stairs aren’t. They’re perfectly straight.

So what I need to do is allow the stairs to rotate up into the doorframe without it colliding with any of the door frame. What I listed above was basically the ideas I’ve tried doing in order to sort this out.

Thanks.

No worries. I managed to use two lattices and blend shape nodes.

If anyone else is having this issue, following the cartoon-y tutorial should help you out. :):

So you built it all straight and then deformed them both together?

We’d have done it using Path deform in Max. The built in one is… mysterious, but we have a custom one that’s miles better. I’m sure there’s a maya equivalent.

Path deforming is great for all sorts of things like this.

[QUOTE=robinb;12504]We’d have done it using Path deform in Max. The built in one is… mysterious, but we have a custom one that’s miles better. I’m sure there’s a maya equivalent.

Path deforming is great for all sorts of things like this.[/QUOTE]

Thanks for the tip, I’ll have a look into that during the weekend. :):