In this scenario a dynamic curve is created
            to simulate casting a fishing line. The Stiffness Scale is
            varied along the curve so it is somewhat stiff at the fishing rod
            end and very flexible along the fishing line. Particles are set
            to emit from the dynamic curve to simulate water dripping off the
            fishing line once it’s been cast and reeled in.
         
         To play the animation,
            click the link below. 
         
         fishing.mov
         To make the fishing rod and line
         
         
            - Create a new scene and switch to the
               Side orthographic view, then dolly out so you can see at least 30
               spans.
            
 
            - Using 
                        Create > CV Curve Tool,
               create a long curve of about 30 spans straight up the Y-axis. You
               can use grid snap to help you. This curve will be both the fishing
               pole and the line.
            
 
            - Create a narrow NURBS cylinder for the
               base of the rod and position it beneath the curve. 
            
 
            - Select the curve and to make it dynamic,
               select 
                        Hair > Make Selected Curves Dynamic. 
            
 
            - Select 
                        Hair > Display > Current
                  Position.
            
 
            - Open Hypergraph (
                        Window > Hypergraph: Hierarchy)
               and middle-drag the follicle under the cylinder. This parents the
               follicle to the cylinder. 
            
 
            - Rotate the cylinder 45 degrees to the
               right, as in the image below. The curve rotates with it. 
            
 
            - Select the curve, then in the follicleShape
               in the Attribute Editor, set Point Lock to Base. 
            
 
            - In the hairSystemShape, do the following:
               
                  - in the Dynamics section,
                     set Stiffness to 0.500 and Drag
                     to 0.005.
                  
 
                  - in the Collisions section,
                     turn on Collide Ground and set the Ground Height to
                     -5.0.
                  
 
                  - in the Dynamics section,
                     edit Stiffness Scale graph by setting Interpolation to None and
                     then add one point to the graph as shown in the image below. The
                     first part of the graph represents the fishing pole and has stiffness
                     scale value of 1, while the rest is the fishing line with a stiffness
                     scale value of 0.
                  
 
               
             
            - Play the simulation. 
            
 
            - Once the simulation has settled down,
               stop the simulation.
            
 
            - Select 
                        Hair > Set Start Position > from
                  Current. 
            
 
         
         To add the water
         
         
            - Select the curve and, in the Surfaces menu
               set, select 
                        Edit Curves > Rebuild Curve >  
 .
               You want to add water
                  dripping from just the part of the line which is under water.
               
             
            - In the Rebuild Curve Options window,
               set the following and then click Rebuild:
               
                  - Rebuild Type to Uniform
 
                  - for Keep, turn
                     on CVs
 
                  - turn on Keep Original
 
               
             
            - Select the original curve (curveShape2)
               in the Outliner and hide it. (
                        Display > Hide > Selection)
            
 
            - Using the X-axis as the water line, select
               a curve point at the point the fishing line is under water.
            
 
            - Select 
                        Edit Curves > Detach Curves >  
 , turn
               off Keep Original and then click Detach.
             
            - Delete the first half of the curve. 
            
 
            - Select the remainder of the curve and
               select 
                        Particles > Emit from Object >  
 .
             
            - In the Emitter Options (Emitter
                  from Object) window, select Curve as
               the Emitter Type, set Speed to
               0 and then click Create.
            
 
            - Play to see the particles.
            
 
            - Select the particles and in the particleShape
               tab in the Attribute Editor, set the Inherit
                  Factor to 0.5. 
            
 
            - To add a gravity field, select 
                        Fields > Gravity. 
            
 
            - Select 
                        Display
                        > Show > Show
                  Last Hidden.
            
 
            - Play the simulation to see the particles,
               which should be dripping downwards from the part of the line that
               is underwater.
            
 
         
         To cast the fishing line
         
         
            - Select the cylinder. 
            
 
            - Select 
                        Solvers > Interactive Playback.
               Make sure your playback frame range is high.
            
 
            - Move the cylinder up above the water
               line.
            
 
            - Rotate the cylinder backwards and then
               quickly forwards in the X direction to cast the line. 
            
 
            - If the line is not whippy enough, increase
               the Stiffness value. If Stiffness is
               already at 1, increase the Iterations until you achieve the desired
               effect.