Monday, July 9, 2012

how to do the plug in 3d max Lesson #5


Lesson # 5 - doing the plug in 3d max

Lesson number 5 - doing the plug
Today we continue our study of the instrument Loft, a look at some features of this tool, as well as repeat and consider more fully what was discussed at the last lesson.Another look at tools such as Boolean and FDD 2x2x2. Well, we will study all this by creating a regular table fork.
First, create a foundation that's Fork in the form of a spline (left side):
create the basis for the fork
The total length of the fork should be about 20
In the last tutorial we used to create the Loft-one section of the object, but in this tutorial we'll create an object using two sections. The first section of the handle for the plug looks like this (front view):
The first section of the handle for the plug
Once again always short the spline. The size of this cross-section of about 0.3 in height and 1.1 in width.Note that this object is symmetric and can create one first half, and reflecting it to get the other half. Then it is necessary to "glue" (this was discussed at the last tutorial, by creating a pen).
Now we have to create a second section for the teeth of the fork, copy the first section and remove the bend:
second section of the teeth to the fork
Now we need to highlight the first guide spline, and go to the tab Create, select the Geometry, the drop-down list, Compound Objects, click on the button Loft:
Button Loft
Then click on the button Get Shape:
Get Shape button
And click on the first section, with the result I got this:
as a result I got here so
It did not quite what we expected to see. To fix this go to the tab Modify, then in the Loft-subobjects of the object and select the Shape:
Loft-subobjects in the object and select Shape
With the Select and Rotate tool, select the section (in the previous figure in green) and rotate 90 degrees so that the object looked like a fork:
select a section and rotate 90 degrees
Now you need to add a second section, so go back to the list to edit all sub Loft-object:
go back to the list to edit all sub Loft-object
And open the scroll Path Parameters:
Path Parameters rollout
Put a check mark next to «On» and smoothly changing the parameter Path, until you get to the yellow cross was approximately as shown:
yellow cross
Then again, click Get Shape and click on the first section. Then there's not much, move the yellow cross:
not move a lot of yellow cross
Click the Get Shape and click on the second section, you should get a result like this:
you should get a result like this
As you can see an object that the two sections with a smooth transition between them. If the addition of new sections you are having difficulties with their wrong location, correct this by editing the sub (as well as with the first section)
Now go to the scroll of Deformations
Deformations rollout
Here are five tools to deform objects using loft:
Scale - the scale, the most commonly applicable tool. Allows you to scale the object along different axes in its various parts.
Twist - twist
Teeter - pitching
Bevel - Bevel
Fit - fit
We will use the scale, click Scale, This window will appear:
click Scale, This window will appear
This graph shows the scale of the object of all of its length. By changing the location of the X-axis points in the percentage from 0 to 100. Y-axis scale is deposited a specific point on the graph. By default, the scale of each object point 100% which corresponds to a straight horizontal line at 100%. Also, the chart shows the vertical dashed lines represent the location of the tench, they guide vertex spline.
At the top is a menu that allows you to change the schedule. Consider some of his tools.
Make Symmetrical
Make Symmetrical - changes the scale of both the X and Y axis
Display X Axis
Display X Axis - displays a graph of the change of scale on the X axis
Display Y Axis
Display Y Axis - displays a graph of the change of scale on the Y axis
Display XY Axis
Display XY Axis - displays a graph of the change of scale on both X and Y axes
Move Control Point
Move Control Point - moves the control points on the graph
Insert Corner Point
Insert Corner Point - adds a new control point on the graph
Delete Control Point
Delete Control Point - removes a breakpoint
Below is a menu that allows you to take a closer look of some piece of the graph. To examine the tools of the menu will not, I hope they are so clear.
Before continuing, go to the sub-object level and make sure that the guide Path is exactly in the center of the object, if it does not then please go to the level of Shape and move all the sections so that the guide was right in the center of the object. Otherwise, change the scale of the object will be not entirely correct.
Before that change is off the symmetric change of schedules in the X and Y, by clicking on Make Symmetrical.Now add a few vertices and change the schedule as follows:
change the schedule as follows
During the creation of points change their style so that the schedule smoothly pass through these points:
During the creation of points change their type
As a result, our object was more like a plug:
As a result, our object was more like a plug
Now we have to cut the teeth of the fork. That is what we now do. Click on the Create Geometry more drop-down list, select Extended Primitives and object ChamferBox
Select the object ChamferBox
And create a box where a blank space must be:
And create a box where a blank space should be
Then copy the object of two times, and put up a position in the emerging window Instance, it will allow changing the original object to modify the same and a copy thereof:
put in the position of the window pops Instance
Place received a copy so that the teeth came out the same:
received copies of Place
Now select one of the boxes and click the Modify tab and in the drop-down list locate the modifier Modifier List FFD 2x2x2, it is located in Object-Space Modifier. This modifier adds a box that's the object of control vertices:
Modifier FFD 2x2x2
The list of modifiers next to the FDD 2x2x2 are still FDD 3x3x3 and FDD 4x4x4 in their impact on the object they are very similar and differ only in the number of control vertices, for our purposes is suitable modifier with the smallest number of vertices, namely FDD 2x2x2.
By moving these vertices can be suitably modified object. Now select the four vertices on one side of the box:
Now select the four points on one side of the box
To select these vertices
-Choose our box (I chose the first created), stood out all the rest, because They have linked.
Right-find our menu with sub-objects, where you can select the Control Points, and only then select the top:
select Control Points
And with the tool Select and Uniform Scale is not much reduce this end of the box along the axis of X:
This is not a lot down the end of the box
Similarly, we can not increase a lot the other end of the box
not a lot to increase the other end of the box
Please note that copies of the deformed box as well as the original box.
Now recheck the same whether the teeth are obtained, if necessary move the boxes are not a lot. After that, select the plug and go to the Create subtab Geometry drop-down list Compound Objects, click on the button Boolean:
click on the button Boolean
Then click Pick Operand B
Pick Operand B
And click on one of the boxes. As a result, you should see a spike here
Here you should see a spike
Repeat the same procedure with the other boxes as a result of the fork tines appeared:
result of the fork tines appeared
As you can see the tool allows you to do Boolean Boolean subtraction of one object from another, as if by making a "hole" in the object.
Well, that's probably it.
Well that's all

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