[Bf-docboard] Malefico: Special modeling techniques chapter

bf-docboard@blender.org bf-docboard@blender.org
Fri, 8 Aug 2003 16:21:32 +0200 (CEST)


My pleasure, but did you get it as a XML? what I see here included
is plain text!

Do you have tags?

Stefano

> Thanx a lot !
>
>  --- selleri@diefi.det.unifi.it escribió: > Hi!
>>
>> Here it is
>>
>> Warning: It is an automatic translation WML ->  XML,
>> I checked it by hand but I'm not sure it compiles
>> straight away.
>>
>> 2nd Warning: I'm on a poor modem, I cannot afford to
>> send you pictures
>> too :) YOu can grab themfrom the on line version
>> of the 2.0 guide at www.blender.org ->
>> Documentation.
>>
>> Please recapture all obsolete ones. Please use ONLY
>> PNG
>> format. for the resolution, capture Blender
>> at 1024x768 resolution without AA fonts :)
>>
>> Send all to me, when done :)
>>
>> Thanx
>>
>> Stefano
>>
>>
> ---------------------------------
>     Special Modeling Techniques
> WARNING: THIS CONTENT HAS BEEN IMPORTED AUTOMATICALLY
> FROM 2.0 GUIDE - MIGHT BE OUTDATED AND/OR INACCURATELY
> CONVERTED
>     Dupliverts
> WARNING THIS CONTENT HAS BEEN IMPORTED AUTOMATICALLY
> FROM 2.0 GUIDE -MIGHT BE OUTDATED AND/OR INACCURATELY
> CONVERTED
>
>      Dupliverts are an easy way to make arrangements
> of objects. In fact on    every vertex of a mesh an
> instance of the base object is placed. The    placed
> object can be of any object type which Blender
> supports.
>
>     Load the scene Dupliverts00.blend. It contains a
> simple    scene and a column. Switch to Layer 2 and
> create in the top-view (PAD_7) a mesh-circle with 12
> vertices.
> Figure
>     This circle will be our base for the arrangement.
> Now switch Layer 3    on with SHIFT-3KEY. The column
> appears in the middle of the    circle. Select the
> column and then add the circle to the selection (hold
>   SHIFT while selecting) and press CTRL-P to make the
> circle     parent to the column.
> Figure
>     Now select only the circle, switch the
> ButtonsWindow to the    AnimButtons F7 and select here
> the option "DupliVerts".
>     Figure
>     Note that the base column is still shown in the
> 3D-views, but it is    not rendered. You now can
> select the column, change (scale,    rotate, EditMode)
> it and all dupliverted objects will show up the
> change. But the more interesting thing to note is that
> you also can    change the parent object.
>
>     Select the circle and scale it. You can see that
> the columns are    uniformly scaled with the circle.
> Now enter the EditMode TAB for    the circle, select
> all vertices AKEY and scale about three times
> bigger. Leave EditMode and the dupliverted objects
> will update. This    time they still have their own
> size but the distance between them is    bigger. Not
> only can we scale in EditMode, but we can also delete
> or    add vertices to change the arrangement of
> columns.
>    Figure
>     Try to delete the left four vertices of the circle
> in EditMode. Select    the two on the left and extrude
> them to the left. Repeat this step a    few times and
> then leave EditMode. We now have an arrangement of
> columns    similar to those which can be found in a
> temple or a big hall.    Rotating dupliverted objects
>   With the "Rot" option in the duplivert section of
> the AnimButtons, you     can rotate the dupliverted
> objects according to the face-normals of    the parent
> object.
> Figure
>     Add an Icosphere with two subdivisions. Next, add
> a cone and size it to    a spike on your club.
>     A tip
>         The standard "cone"-primitive of Blender will
> render with a seam on        the side when it is drawn
> smoothed. Often a cylinder, with all of its vertices
>       on one side scaled to one point, is the better
> choice
> Figure
>     Now, make the icosphere the parent of the spike.
> Select the icosphere    alone and make it "Duplivert"
> in the AnimButtons. Note the effect of    the option
> "Rot" when you click on it now.
> Figure
>     Depending on the orientation of the spike relative
> to the world, you    may now need to rotate the
> vertices of the spike in EditMode to make    all the
> spikes point outwards.
>
>     Again, the base mesh is not rendered.
>     Dupliframes
>     The method of "Dupliframes" can be described as
> modeling with    animation. Here are two illustrations
> of the technique.
>       Arrangements of dupliframed objectsFigure
>     This method is similar to the dupliverts method,
> but this time we can    use curves and animation paths
> to arrange our objects.
>
>     For a roller coaster animation, you start with a
> curve    describing your tracks. A simple bevel will
> do your tracks    (Rollercoaster00.blend), the curves
> are also reused for    the camera path.
>
>     Add a cube that will act as sleeper for the track.
> Scale it so that it    fits to the tracks. Now, select
> the sleeper, then extend the selection    by the
> object "SleeperCurve" and make the Curve (with CTRL-P)
>    the parent of the sleeper.
>  Figure
>     Select the object "SleeperCurve" alone and
> activate the options    "CurvePath" and "CurveFollow"
> in the AnimButtons F7. It maybe    that the sleeper is
> now dislocated, in which case select the curve,
> then extend by the sleeper and press ALT-O to clear
> the    origin. Then position the sleeper down under
> the tracks. Until now we    have done little more than
> animate the sleeper along the curve. This    can be
> verified by playing the animation with ALT-A.
>
>     Now, select the sleeper and go to the AnimButtons
> F7. Here,     activate the option "DupliFrames". With
> the "DupSta:" and "DupEnd"    NumButtons you can
> define the start and end of  the duplication.
>   Figure
>     If the sleepers are too close to each other, you
> can adjust the number    of objects using the
> "PathLen:" option of the sleeper-curve.
>     Modeling with dupliframes Figure
>     With Dupliverts, not only can we create separate
> objects but we can    also create one big object.
> Ideal for that purpose are NURBS-surfaces,    because
> we can change the resolution easily after creation,
> and if we    need to we can convert them to a mesh
> object. Also, the surface objects    from Blender are
> ideal for "skinning".
>  Figure
>     Create a surface circle (ADD->Surface->Circle) in
> a front view. Don't    leave EditMode, just move the
> vertices of the circle until they are    about 4 times
> the size of the circle diameter to the left.
>    Figure
>     Switch to a TopView and insert a key using IKEY,
> then choose    "Rotation" from the pop-up. Advance the
> frame slider by 30 frames (three    times CURSOR-UP).
> Now, rotate the circle 90 degrees and insert
> another keyframe.
> Figure
>     Use F7 to open the AnimButtons and activate
> "DupliFrames". You    can now see an arrangement of
> circles in your TopView. In the shaded    3DWindow you
> will see nothing so far, this we'll change at the end.
> Figure
>     Switch one window to an IpoWindow using SHIFT-F6,
> and select     the "RotZ" curve. Now, change the Ipo
> to "Extend Mode Extrapolation"    .
>
>     Switch off the "DupliFrames" option in the
> AnimButtons, and insert a    keyframeanimation for the
> size of the circle. After that, animate the
> location of the circle with a keyframe animation along
> the z-axis.    Here you should also use the "Extend
> Mode Extrapolation" in the    IpoWindow.  You will get
> something that which is shown in the next    picture
> after you have activated the "DupliFrames" option
> again.
> Figure
>     To turn the structure into a real NURBS-object,
> select the base object and    press CTRL-SHIFT-A. A
> pop-up menu will appear prompting "OK? Make Dupli's
> Real".
>
>     We now have a collection of NURBS forming the
> outline of our object, but so    far they are not
> skinned, so we cannot see them in a shaded preview
> or in a rendering. To achieve this, we need to join
> all the rings to    one object. Without deselecting
> any rings, press CTRL-J and    confirm the pop-up menu
> request. Now, enter EditMode for the newly created
> object and press AKEY to select all vertices. Now we
> are ready    to skin our object. Press FKEY and
> Blender will automatically    generate the solid
> object.
>
>     When you leave EditMode, you can now see the
> object in a shaded view.    But it is very dark. To
> correct this, enter EditMode and select all
> vertices, then press WKEY. Choose "Switch Direction"
> from the menu    and leave EditMode. The object will
> now be drawn correctly.
>
>     The object we have created is a NURBS object. This
> means that you can still    edit it. Even more
> interestingly, you can also control the resolution of
> the    NURBS object via the EditButtons.
> Figure
>     Here you can set the resolution of the object
> using "ResolU" and    "ResolV", so you can adjust it
> for working with the object in a low    resolution,
> and then set it to a high resolution for your final
> render.    NURBS objects are also very small in
> filesize for saved scenes.    Compare the size of a
> NURBS scene with the same scene in which all    NURBS
> are converted (ALT-C) to meshes.
>     Modeling with LatticeFigure
>     A Lattice consists of a three-dimensional grid of
> vertices. If the    vertices are moved from their
> regular positions, this will cause a    deformation of
> the child objects.  Lattices only affect Meshes,
> Surfaces and Particles, and they can be used to give
> them a    'NURBS-like' flexibility.  A Lattice does
> not affect the texture    coordinates of a Mesh
> Surface. Subtle changes to mesh objects are    easily
> facilitated in this way, and do not change the mesh
> itself.
>
>     A Lattice always begins as a 2 x 2 x 2 grid of
> vertices. Use the    EditButtons->U,V,W settings to
> specify the desired resolution,  then    the Lattice
> can be deformed in EditMode. If there is a Child
> Object,    the deformation is continually displayed
> and modified.  Changing the    U,V,W values of a
> Lattice returns it to a uniform starting position.
>
>     Lattices can be used as a modelling tool. They
> also allow you to make    the deformation permanent.
> Use the SHIFT-CTRL+A command. A menu will ask:
> "Apply Lattice deform?".
>
>
> ------------
> Internet GRATIS es Yahoo! Conexión
> 4004-1010 desde Buenos Aires. Usuario: yahoo; contraseña: yahoo
> Más ciudades: http://conexion.yahoo.com.ar
> _______________________________________________
> Bf-docboard mailing list
> Bf-docboard@blender.org
> http://www.blender.org/mailman/listinfo/bf-docboard