ch1 IntroTutorials
ch1 IntroTutorials
2 NURBS Editing in Model View .............................................................................................7 1.3 Creating a Mechanical Part (Model View) .......................................................................... 11 1.4 The Magic Ring Primitive Manipulator (Model View) ......................................................... 15 1.5 The Selector Cage (Model View) ........................................................................................ 19 1.6 Mixed Editing in Model and Workspace Views................................................................... 22 1.7 Creating Behaviors Using Link Editor (Workspace View) ..................................................... 27 1.81 Bridge Video ................................................................................................................... 30 1.82 Interface Video ............................................................................................................... 31 1.83 Setting Video .................................................................................................................. 32
Step 2: Right-click the cube to enter Point Edit mode or use the pick by paint method from the toolbar. Make sure you set selection to face, and left-click inside one of the side faces to select it. (When selected, it will be highlighted green) Encircle the view around the cube using green semicircle on the View widget, and left-click on the opposing face while holding the CTRL key to add it to the selection.
On the Point Edit toolbar, click the Sweep tool. After both faces are swept, scale them down by dragging the scale part of Point Edit widget, holding both mouse buttons.
Step 3: Now select the two top faces, sweep them, and scale them down, using the same steps as above.
Step 5: Select Paint Selection and select all front facing polygons. Now click twice on Add One Layer from SS (located on the lower left toolbar by default) to smooth the front part of the edited object using subdivision surface tool.
Step 6: Select Edge selection and select the center bottom edge in front. Drag the mouse outward from the subdivided face to form the nose of the emerging spaceship.
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Steps 2 & 3: Right-click the NURBS cylinder to enter edit mode. Left-click to select the top circle curve. Use the selection box control to scale the circle smaller and move it slightly down.
Steps 4 & 5: From the NURBS context edit menu, select Draw Trimming Curve . Draw a simple closed curve on the surface of the cylinder. Select the Extrude from Edge tool.
Steps 6 & 7: Pull the yellow handle to offset the trimmed patch slightly. Exit edit mode by selecting the Object tool to see resulting surface better. Right-click the cylinder to enter the edit mode again. Select the top edge of the extruded trim patch, and pull it away from the adjacent surface.
Steps 8: Select the Blend tool (from the toolbar at the bottom of the Model window), and then select both curves on the extruded patch and adjacent surface. Adjust the blend handles to get a smoother blend. Enter edit mode again, select a control vertex on the bottom circle. Right-click on the control vertex again to enter CV edit context. Adjust the vertical yellow handle to add curvature to the side of the teapot.
Step 9: Copy the resulting teapot two times and paint two copies with different materials. Glue all three of them together and select the Render Object option. Not bad for a few minutes work!
Step 2: Right-click on the cube assembly to bring up the point edit tools. Select the Add Edges tool and connect the matching corners of the two cubes. Faces are created as they are defined by four sides. You now have a solid object that you can perform other operations on.
Step 3: Create a custom cube by activating the Cube tool, left-clicking and dragging a square, and without releasing the left mouse button, right-clicking and dragging the square to create a tall rectangle. Use the Object Move tool to move the rectangle so that it intersects the first object as below. Press CTRL+C to create a copy of the rectangle, and drag it to the other end of the assembly. Step 4: Right-click the Object Union tool, and uncheck Delete Edges. Move the bottom face up inside the the custom
first object using the selector control, and Boolean union them together. Boolean subtract cube from the other end.
Step 5: An easy way to add a similar piece of geometry is to use the Polygon Bevel tool. Rotate your view using the green base of the View Control to see the bottom of the object. Activate the Polygon Bevel tool, and then move your mouse cursor over the bottom face under the Boolean joined geometry. As you move across the face, a new face will appear inside the original one. When it is about half the size of the original face, left-click once to set it. Use the Sweep cage to adjust the distance. tool to sweep it downward once, and then use the selector
tool and the selector box to sweep and adjust the distance and size of the front face.
Step 7: Right-click the object, and select the Add Edges tool again. Add two new edges at the locations indicated in the image below. Connect the new edges with the Add Edges tool to form a span.
Step 8: Click on the Add SubDivision Level tool three times tool to smooth out the object.
Step 9: Drag and drop the material labeled Rough from the material library, and render the object using the Render Object tool.
A click on one will activate the tool and put you in Creation mode. Lets select the cube primitive to start out. Notice the small yellow box tagged to the cursor as you hover over the grid. Left-click on the grid and a basic polygon primitive will appear. Notice the multi colored ring attached to the object. This is the Magic Ring. It actually allows you to create an infinite number of primitive shapes from each of the basic polygon primitives. By alternately left or right-click dragging in different directions on one of the four colors in the ring you can control all the parameters and possible shapes of a primitive. A right-click on the active tool icon will bring up all the numerical entry counter parts of the Magic Ring. A left-click drag side to side on the blue diamond (not shown) will rotate the basic cube around. A right-click drag side to side on the blue diamond will change the number of longitudinal faces around the sides of the primitive.
Draw a cube
Add sides
A left-click drag side to side on the tan corners of the ring will adjust the spherical rounding of the primitive corners. A left-click drag up and down on one side of red part will adjust the conic angle of the primitive and open the hole inside the primitive.
Horizontally left-clicking and dragging will change the angle of the primitive vertical wall. Vertically left-clicking and dragging will shorten the wall length.
Horizontally right-clicking and dragging on blue diamond will increase further the number of segments in the primitive wall .
As you can quickly see by combining all these controls in different combinations, an immense number of primitive shapes are right at your fingertips through the wonder of the magic ring.
Notice as you mouse over the various parts of the selector cage that the activated part turns yellow. It does not take long to learn the basic functions of the four different parts. The points of the corners will scale the object proportionately. The sections next to the corners will scale the object in the direction you drag them or scale the object proportionately when you hold down both mouse buttons at the same time and drag. The middle sections will move the object in the direction you drag them. The rotation diamonds in the middle of those will rotate the object around its various axes. As you mouse closer to the diamonds you will notice that they darken in color to match the axis they will rotate around. Blue is Y, Green is X, and Red is Z.
Why is this manipulator the key to learning trueSpace? Within the Modeling View, from the entire object down to the selection of faces, edges and vertices you will find this same control cage.
You even use it to adjust the UV projections for materials and in the UV editor to position textures exactly on
Many of the point edit tools even use it to control the changes they make on the geometry. Once you learn this tool you will find that you have control over most of the aspects of shape creation in Model View.
Step 2: Open the LW materials library and drag the grafitiWall material onto the cube. Select the Cubic UV Projection icon. Finally, select the QuadDivide icon to subdivide each face of the cube.
Step 3: Right-click on the cube to enter point edit mode. The cube will become transparent, and Models point edit toolbar will appear. Select and sweep in turn three faces using the Sweep tool from the toolbar. Drag the swept faces out using center part of blue NAV widget (selector cage).
Step 4: Now switch to Player View using the Workspace tab on the title bar.
SDS icon on the left side of the Workspace View to add two
Step 6: Right-click on the smoothed object to enter edit mode. The object becomes transparent, and the Workspace-side point edit toolbar appears. Select the Add Loop tool and add a horizontal loop on the main part of edited cube, then scale the new slice up using the small grey cube of the point edit 3D widget.
Step 7: Now switch back to Model View using its tab on the title bar. Open the UV Mapping Editor panel, select the paint brush, and paint a white pattern into UVE panel. It immediately appears on the 3D model.
Step 8: Close the UVE (you will be asked to save the altered texture), and then open the PhotoRender panel by right-clicking on the Render Scene icon. Choose Image from the Background drop-down list, and then left-click the Background button to open the Background Image panel. Load 5.jpg. Select the Render Scene icon for a final photo render inside Model View.
Pict.1: Load the Plane model and enter its propeller object
Step 2: In this step you prepare to replace the 0D joint (identity Transform) with the 1D one. The 1D joint is called
Then open the default aspect of the Transform object. To do this, left-click on the Transform object in Link Editor and again click on the Default tab.
Since we will be reconnecting some links we need to display them first. To do it choose Developer tab on the Link Editor.
Step 3: The last step is to plug-in the Rotation Engine. Drag and drop all the links from Transform object into corresponding connectors on the Rotation Engine. It is recommended you start with input connectors (red ones) and finish with output connectors, so the recommended order would be as follows: 1. 2. 3. 4. Matrix OwnerMatrix ObjMatrix WldMatrix
Pict.5: Move all the links from Transform to Rotation Engine object
We are done! Now, the propeller should rotate when you move the plane object. To test this, click on its wing in Player view. It should become selected. Then move it. If you want slowdown or speed up the rotation, just adjust the RotSpeed slider. Notice that the propeller rotates only when you move the plane forward or backwards. If you uncheck the ForwardRot attribute, then it will rotate on any movement of plane.
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