There are different techniques to generate all or part of the objects we use in creating computer animations. Knowledge of these techniques allow us to choose in each moment that best suits our needs in each case.
Threadlike forms are useful in editing stages and body parts of character animation.
The word refers to threadlike objects having wire shape or appearance, thin and elongated. (wikipedia)
A hair, thread, a tube or even a finger or arm threadlike elements may be considered.
A threadlike object thus presents a major dimension, longitudinal line, which gives the way we perceive, and cross-section completing their characterization or definition.
To determine a thready form therefore requires a line or path which will guide (backbone) Object. The nature of the curve is important for further editing (modification) Object.
The second item needed is the section that defines the “form” or “thickness” the filiform element. This section is obtained by “cut” the elongated member by a plane perpendicular to the curve at each of its points.
For example, if you cut your hair with scissors, the part that is in contact with them is “Hair section”
Section is always perpendicular to the guide, thus, if not straight, section should turn for guidance on the criteria set forth.
In the example, the circular section has been partially modified, thus obtaining the surface that serves first illustration in this article.
In Blender tutorial you can see how the practical process of generating a pipeline.