[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 FROM 2.0 GUIDE - MIGHT BE OUTDATED AND/OR INACCURATELY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 FROM 2.0 GUIDE -MIGHT BE OUTDATED AND/OR INACCURATELY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?".
>
>
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