CINEMA 4D
Transcription
CINEMA 4D
CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS 5.1 SPLINES Cinema has very good toolset for editing splines. Splines are very useful for creating models. Especially Splines with Nurbs tools can make work on complicated models much easier. Very complex curves can be imported from Adobe Illustrator native format *.AI Splines are located in menu Objects or with their icons in main TOOLBAR. Splines are primarily a sequence of vertices, connected by lines, lying in 3D space. The shape of these connecting lines (straight or curved) defines the interpolation. Apart from the direct connection of the vertices with straight, rigid lines, there are other kinds of splines that use an interpolation method where the lines between the vertices are curved instead of straight. These splines have a soft leading edge without sharp corners. The spline itself is infinitely thin. They have some thickness for visibility in a viewport. A spline is not visible when rendered. The spline’s line has no three-dimensional depth, even though it occupies the 3D space. However, many complex 3D objects, among other things, can be constructed in seconds out of these curves by using them with NURBS objects. After the spline is created it can be pulled along its depth in order to make tubelike objects. You can also rotate a spline around an axis to create objects that have rotational symmetry, such as wineglasses. Or you can construct a skin over several splines, with the finished object simulating the contours on a map. More of these spline-modeling capabilities are discussed in the NURBS section. To create a new spline curve: From menu Objects > Spline to create an empty spline. - Select mode for POINT EDIT and use tool MOVE with icon or from menu TOOLS Create points for the spline by Ctrl-clicking in each place where you want to create a point. The first point defines the start of the spline. 81 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS • If you Ctrl-click on the curve between two existing points, the new point will be placed on the spline between the points. • If you hold down the Shift and Ctrl keys while clicking, the new point will be created at the beginning of the spline, giving a new starting point. If the Close Spline option is enabled and you Ctrl-click the starting point, the spline will be closed. • Position of curve points can be adjusted with tool MOVE. For multiple selection hold Shift and LMB. • The spline is always created in the view of the active viewport. For FRONT VIEW will be created in XY plane. In TOPVIEW in XZ plane. In the perspective view, the freehand spline will be created on the plane that is perpendicular to the camera direction. For some operations, such as the aligning of objects along a spline (Arrange command) or the movement of objects along a given curve (Align To Spline tag), the direction of the spline (where it begins and ends) is important. For this reason, the spline is color-coded. By default, from the first vertex, the starting point, and moving outwards, the curve is colored from yellow to orange to red (the end point). This colored display is visible only when the Points tool is active. Segments A spline is made from several partial curves, or segments. For example, if you create some text, you will see that only one object is created, even though you typed in several letters. The text object now consists of several outlines — one outline or more per letter. Even when converted to editable it is still only one object. For example, the word ‘Test’ consists of four letters; that makes four separate segments. However, another, fifth, segment is also present — the inside of the ‘e’ is a further spline segment. If this type of element is later extruded to form a 3D object, CINEMA 4D will automatically punch out a hole that is the same size and shape of the internal segment of the ‘e’. Holes are formed only if a spline lies completely inside another spline and both form closed curves. If two segments overlap in any way, no 3D object can be formed. 82 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Do not confuse the Polygon object with the Spline object. Although both are essentially just empty containers, the former consists of polygon vertices only while the latter is made up of spline vertices (and splines). To create a new spline segment Add a new point that will be the start point of a new segment (initially, this new point will be connected to the last point of the previous segment). Choose Structure > Edit Spline > Break Segment The connection to the previous segment is now broken. Add further vertices. All new vertices now belong to the new segment. You can create further segments. If we need first vertex of new segment to be in the same position as the last vertex of segment created before we can use move tool. If a spline consists of several segments, then new vertices are always created from the active vertex. If no vertices are active, then new vertices are generated at the last-created segment. If several vertices at different segments are active, new vertices are always generated at the first-created segment. Attribute manager - Settings for SPLINE OBJECT PROPERTIES > TYPE Linear This simplest of all the spline types connects the vertices, which define the polygon, with straight, directly connected lines. You can use these splines to create angular objects or to simulate sharp jerky movements for animation. Cubic This kind of spline has a soft curve between vertices. The interpolated curve passes directly through the vertices. Looking at the two points at the top right of the diagram, you can see that the curve bulges more than is probably required. This behavior is called overshooting, and it often appears with closed curvatures. This becomes clearer when you compare this section of the curve with the same section of the curve with Akima interpolation. 83 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Akima This spline type creates a soft curve between vertices. The interpolated curve always passes directly through the vertices. Overshooting does not happen with this type of curve. B-Spline This kind of spline also creates a soft curve between the vertices. However, the curve does not pass directly through the vertices. This produces a very smooth curve. The vertices control only the approximate path of the curve. Distant points have less influence on the curve than those lying closer together. Control points are also endpoints of tangents of this spline, derivation of shape. This type of curve belongs to the NURBS. Bezier This spline type creates a soft curve path between the vertices, which can be controlled very precisely. The interpolated curve always passes through the vertices. Overshoot does not happen. This interpolation is based on NURBS geometry, shape is controlled with tangents. Tangents are in control points and defines force affecting the shape. Bezier splines are offering the most control. Working with a Bezier spline and its tangents If you activate a vertex of the spline (i.e. by clicking on it), additional control points at the tangents to the curve become visible. With MOVE tool and LMB we can drag the tangent end point. Changing the direction of the tangent handles controls the direction of the curve at each vertex. By adjusting the length of these tangent handles, you can control the strength of the curvature. Drag the tangent end point towards the vertex point and observe the symmetrical movement of the opposite handle. You can change the lengths of the tangents separately from each other. To do this, Shift-drag a tangent end point. You may set different tangent directions on the right and on the left of the vertex. To do this, Shiftdrag a tangent end point. With this approach you can make the otherwise smooth path of a curve produce sharp corners and peaks. 84 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS If the tangents of two neighboring points have zero length, the segment that runs between the vertices will be linear. Thus, you can mix linear segments with curved spline shapes. If you double-click on a Bezier vertex with the Move, Scale or Rotate tool active, a dialog opens that allows you to accurately enter both the position of the vertex (in the spline’s object coordinates) and the position of the tangent end points (relative to the vertex) numerically. If you convert a Bezier spline to a different type of spline, all tangent settings will be lost. If a spline is converted from a non-Bezier type to a Bezier type, all tangents will be assigned default positions and orientations. OBJECT PROPERTIES - Close spline Each spline segment can be closed or open. If a spline is closed, the start and end points are connected. There is a big difference between closing a spline (and interconnecting the start and end points) and simply positioning the start and end points together. In the first case, the transition from the start to the end point is soft, in the second case it is abrupt. To close the spline, Ctrl-click the start point or use option CLOSE SPLINE in Attribute manager. INTERMEDIATE POINTS, ANGLE Here you can define how the spline is further subdivided with intermediate points. This affects the number of subdivisions created when using the spline with NURBS objects. We will describe two basic modes: NONE This method of interpolation locates points only at the vertices of a spline, using no additional intermediate points. You cannot enter values into the Number or Angle boxes. NATURAL This interpolation type divides spline by number of points in number box. The points are positioned closer together on areas of the spline with more curvature. You cannot enter values into the Angle box. The interpolation is not affected by reversing the point order. 85 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Create Spline (Curves) The Spline object allows you to quickly create new splines from scratch. However, for some shapes this approach can be clumsy and unnecessary. For this reason CINEMA 4D includes spline curves. These are interactive tools that remain active until you select another tool, such as Move. You can thus create any number of these splines without the need to select the command each time. Splines are created in active viewport. Freehand You can use this command to draw curves directly in the viewports. Select the Freehand tool, then click in a viewport and keep the mouse button pressed. You can then draw the Freehand curve for as long as the mouse button is held down. Releasing the mouse button will end the Freehand spline creation and the finished spline will appear. (This is especially useful when tracing patterns with a graphics tablet.) • Freehand Splines are always created on the camera plane when you work in the perspective views, not on the construction plane, which is the case for the Bezier, BSpline, Cubic, Akima and Linear splines. If you want to draw a spline onto one plane (XY, ZY, XZ etc.) you should switch to the corresponding view. Bezier, B-Spline, Linear, Cubic, Akima Using these commands, you can create the exact type of curve you require. Choose the desired spline type. Point editing mode is activated automatically. Click to create each point. Once you’ve added the desired points, either click the starting point to close the curve or press Esc to exit the mode. You can then edit the spline in the usual way (drag to move a point; Ctrl-click to create a new point, etc.). With these functions we create spline with interpolation. Differences are discussed at the beginning of this chapter. To end editing press Esc. Other editing functions are same as for Spline object . . • You can alternatively create the points in the same way as for the Spline object. After choosing the command, rather than clicking to create points, use Ctrl-click instead; to move a point, drag it; to close the spline, click the starting point 86 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS 5.2 SPLINE PRIMITIVES CINEMA 4D gives you a generous number of predefined curves. Add to this the possibility to convert vector based artwork files from other programs (see ‘Vectorizer’) and to add graphic characters (see ‘Text’) and you have a wealth of spline primitives at your fingertips. All of these spline primitives are parameterized. This means that the spline is merely the graphical representation of a mathematical formula built controlled by parameters you can edit the Attribute manager. As a result, this mathematical formula initially has no properties to edit within the 3D viewport. It has no vertices to manipulate. To adjust the vertices with the Points tool, for example, you must first make the spline editable (Structure > Make Editable). Then spline is not parameterized anymore and act as normal curve. You can, however, apply deformer objects or NURBS TOOLS to the spline even if the spline has not been made editable. When creating a new spline primitive from the OBJECTS menu, the spline appears in the viewports and its parameters are displayed in the Attribute manager where you can set various curve parameters. Let’s try some of them. Object properties Common settings Some of the spline settings are present for each type of primitive. These common properties are described in this section. These settings are PLANE, point order - Reverse interpolation of curve Intermediate points, Number, Angle Use this drop-down list to define in which of the three planes (XY, XZ, ZY) the spline primitive is to lie. By default the spline is always positioned so that it is visible in the current active view. This means that if the spline is created in the XZ (top) or XY (front) view, then the spline will be seen, for example, as facing towards the XY plane in the 3D viewport. In each of the following examples the spline primitive has been created in the frontal view (XY plane). 87 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Reverse If this option is enabled, the order of the points is reversed. Reversing the points of the spline primitive not only has an effect after the conversion to an editable spline curve. The reversal of points also affects commands such as Align to Spline Intermediate Points, Number, Angle These interpolation settings define exactly how finely the vertices of a spline will be positioned. The various choices are described earlier in this chapter. Some spline primitives Arc This command creates arc elements.. Type With this option you choose the circle element to be used in your arc. Choose from ARC, SECTOR, SEGMENT, RING Radius Defines the circle radius from which the circular element is to be created. Inner Radius If you set Type to Ring, this defines the inner radius of the ring. Start / End Angle Using these two values you can define the start and end point of the arc element. 0° defines the value as the positive X-axis, 90° the positive Y-axis, 180° the negative X-axis, etc. These examples assume you are working in the XY plane, as mentioned earlier. Cogwheel - This command creates a cogwheel. Teeth - Defines the number of teeth for the cogwheel.. Minimum value is 5 Inner, Middle, Outer Radius The overall size of the cogwheel is defined by Outer Radius, while Inner Radius defines the depth of the teeth. For avid mathematicians: Depth of teeth = (outer radius – inner radius). The third value, Middle Radius, gives the height at which any bevel will start to take effect 88 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS 5.3 SPLINE EDITS Tools for editing of curves are located in top menu Menu > Structure > Edit Spline • You must first make spline primitive editable Hard / Soft Interpolation This command switches all selected points to hard/soft interpolation. If no points are selected, all points of the spline are automatically changed to hard interpolation. Hard interpolation means that the tangents of the appropriate points are set to a length of zero. Soft interpolation means that the tangents of the appropriate points are set to a standard length and direction. • Could not be applied for B-Spline Equal tangent length •This command can be applied to Bezier Splines only. All other types of spline have preset interpolation which cannot be changed.. For each selected point, the shorter tangent handle is set to the same length as its partner tangent. If no points are selected, all points are automatically included in the action. Equal tangent direction •This command can be applied to Bezier Splines only. All other types of spline have preset interpolation which cannot be changed. Tangent is usually controlled with the handles for each control point. If one tangent is not set properly you can move handle independently with the Shift key to fix this problem. Tangents of selected points have same direction so are forming a line. If no points are selected, all tangents will have the same direction. 89 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Join Segment A spline can consist of several unconnected segments (a text spline is a good example of this). If you want to connect two of these segments, select one or more points of each segment and use the Join Segment command. The start points of each spline are joined to the end points of the other spline. If you directly select the end points of the two segments, however, these are also joined. If these end points have the same position, one of them will be deleted when joining. You can join either two or all segments at the same time. If more than two segments are selected then only the first two are joined. If no points are selected, all segments of a spline are joined. Break Segments • This command requires a point selection and works in point mode only. With this command, you can create a new spline segment. Select one of the points that you want to separate. After using Break Segment, you will have a new segment and all points on either side of the separated segment will become a new segment. If the selected points are not consecutive, a number of spline segments will be created. To add a new segment to an existing spline, you must first create the first point of the new segment. Before the break, it is still connected to the old segment. If you now use Break Segment then the new segment will start here; you can now add new points using the Add Points command. This function works only with points selected and you must be in POINT EDIT MODE Explode Segments Using this command, you can split the individual segments of a spline into separate objects. An individual spline object is created from each segment of the original. Only the first segment of the original spline remains. You do not need to have a selection and you do not need to be in point mode. The new spline objects become sub-objects of the original spline and are given the names ‘<objectname>.<number>’. For example, a text spline object can easily be split into individual letters. (Keep in mind that certain letters, such as ‘e’, may be exploded into two or more segments because of their holes. You may want to group these segments to re-create the entire letter.) 90 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Set first point • This command requires a point selection and works in point mode only. When you choose this command, the selected point of a spline is defined as the new start point of the spline and the remaining points are re-sorted accordingly. If there are several segments within the spline, you can select multiple points within each segment; each segment will be re-ordered according to the chosen points. If more than one point per segment is selected, the first point within the spline order is defined as the start point. Remember that the start of a spline is colored yellow while the end is reddish in color. Reverse sequence This reverse the point order of a segment (i.e. make the first point the last point, the last point the first point and re-order all intervening points), select one or more points of the segment and choose Reverse Sequence. You can also apply this option simultaneously to several segments by Shift-selecting the points of these segments. If no points are selected, the sequence of the complete spline (and all of its segments) is reversed. Move Up / Down sequence With Move Down Sequence, the sequence number of each point is incremented and the last point of the original sequence will be the first point in the new sequence. (Points doesn‘t need to be selected) With Move Up Sequence, the sequence number of each point is decremented. Chamfer Chamfer is an interactive tool. This means you control the tool directly with the mouse; select the tool then drag left or right within the viewport. Chamfer converts each selected point to two points with soft interpolation between them. Using this you can very quickly create rounded corners of a square. Only the selected points are chamfered. If no points are selected, all connected points of a spline are chamfered. For an open spline, the start and end points will not be included in the chamfer. If a point possesses tangents then these will be set to zero before chamfering. Crossection • The splines must be selected in the Object manager. With this interactive tool, you can create cross sections for a group of splines; we’ll refer to these as ‘rail splines’. Cross sections are always created at right angles to the current view. You should therefore select a view in which you can see the rail splines directly from the side, top or front. 91 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS If you activate the Cross Section tool, you can drag to draw a line where a cross section is to be created. Three cross-sections have been created. In the 3D viewport you can that this has created circles (more or less) that are wrapped around the three rail splines. These cross sections are Bezier type splines. These cross sections are especially useful when used as children of a Loft NURBS object. The order of these rail splines is important. When working with more than two rail splines, make sure that these are placed in the correct order within themselves in the Object manager, because C4d uses this object order when creating the cross sections. The start point of the cross section spline is located on the first rail spline and the end point on the last. Project • The accuracy of the projected spline depends on two factors: how finely the spline is subdivided (the Project function does not add new points) and the alignment of the splines to the surface. For best results, use a Bezier spline. Using this command, you can project splines onto object surfaces. Project automatically converts procedural splines to editable splines. Please note that this step is not reversible (although you can, of course, use the Undo function). Each point of a spline is individually projected. If a point cannot be projected (e.g. because no surface is available for it), then it will remain at its original position. With Bezier splines, the tangents are adapted to fit the surface. Projection Use this dialog to choose the type of projection. CINEMA 4D projects the spline onto all visible surfaces (hide the surfaces of any objects that you want to exclude from the projection). View Projects the points according to the current view in the viewport. XY, ZY, XZ - The spline is projected according to the selected plane (the points are moved perpendicular to the plane, onto the object). Radial XY, ZY, XZ With Radial the spline is projected spherically, outwards from the object coordinate origin of the spline. If several intersections are found, then the furthest one is used. 92 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS 5.4 MODELING with SPLINES using NURBS TOOLS In this chapter we will demonstrate how to use LATHE (NURBS rotation) function. Lathe is basic method used to create rotational objects. This object is defined with basic spline which is rotated around Y-axis of the local axis system. Let‘s use LINEAR SPLINE either from Objects Menu, or from Spline palettes from Top TOOLBAR. Cursor is changed to an arrow with Curve symbol which indicates selected tool, click to the viewport to add the first point of the curve. Add more points to create curve similar to the one shown on the picture. Finish edit mode by clicking selection tool (arrow) from Toolbar Position and point alignment can be done with Coordinates manager. Another method is use of the tool Set Point Value set the values of the selected points Select points which we need to align or set value and from the menu Structure > Set Point Value Leave The point coordinates will not be changed for the respective axis. Set Sets the point coordinates to the Val value along the respective axis. Center Centers the points along the respective axis. Coordinate system sets Coordinate system which is used. If we are done with basic curve, click into the viewport to deselect all points. Rightclick to get available Tools menu and select tool Create Outline at the bottom of this menu. This tool creates outline of our curve but can create also outline of polygon object. Drag mouse left to create offset curve which is connected with the original curve. You can also create new independent curve too (settings in menu Active object) but we won‘t use it in this case. We will use the same method as in the previous case to align points in inner part of profile. Be careful to set inner points to axis of an object. 93 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS If we have our curve selected in Object manager as active object for editing, in Attributes Manager under Object tab you can see its parameters. Here yo can change different curve properties and also if curve is closed or not. (Close Spline). Deselect the box. Curve will be now open between the first and the last point. (Yellow and Red dots). If those points are not in the rotation axis, select those points and in context menu called with right-click are tool which we can use. These are Set First Point, Reverse Sequence, Move Up / Down Sequence Move curve to have its open ends on rotation axis in the beginning of coordinate system (0,0,0). Curve is now ready to be rotated Insert NURBS Lathe to the scene form top menu Objects > NURBS > NURBS Lathe or use icon from palette In object manager move curve under Lathe function. Next to cursor is an arrow, which changes when we drag an object over LATHE icon from horizontal to vertical. That shows, if we drop Curve object now, it gets into Lathe hierarchically as a child. We got rotational object. Center of rotation is defined by lathe axis and can be changed by moving this axis (in mode AXIS TOOL) with MOVE tool. Also the shape of rotational object can be changed by moving of Spline object (in mode Model EDIT) Model Tool - work with model Axis Tool - work with model axis In VIEWPORT settings we can switch to WIREFRAME mode and see wireframe model, created with LATHE. Green checkmark will turn on and off rotation function. In Attributes Change curve type to B-SPLINE and try how it works and how the curve and the whole lathe object is affected. Try all types of curves and notice differences between them. Return curve to previous mode. 94 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Insert HyperNURBS from menu Object from the main TOOLBAR Move the whole Lathe group with Curve under HyperNURBS in Object manager. New object is created and it is quite similar to B-Spline rotation. Only difference is in curve connection in the axis of rotation. That is affected by HyperNURBS. Click on green checkmark for HyperNURBS and disable it for now. Green checkmark turns to red crossmark. Let’s edit parameters of Lathe. In Object manager select this function and in Attributes manager tab with parameters is shown. This function has to main tabs Object and Caps. It tab OBJECT we can edit Isoparm Subdivision - number of isoparm for viewing, Angle - through which the spline is to be rotated. Subdivision -Defines the number of subdivisions along the rotation. Movement - Movement is the longitudinal distance from the beginning of the lathe to the end. If you set Movement to 0, the spline rotates on a circle. Scaling- Scaling determines the final scale of the spline. Flip normals -Flips (reverses the direction of) the normals of the Lathe NURBS. (Visible after object is converted to editable). Caps options are not important for this case. We will finish model of the first glass. In lathe parameters select subdivision to 48 and this will create smooth surface on our object with edges where points are on a linear curve. We can edit it a little . Right-click or from menu structure call menu with tools and select Knife, which can cut curve and add this way control points. Before edits change curve to linear mode. Check if Knife tool has option line (line cut). Knife works this way: left-click to start cut (outside of curve), hold LMB and move line to the end point of cut, release LMB Add points to the curve accordingly to picture on next page. Points at the edge of glass will make fillet cleaner and points at the rotation axis will eliminate sharp point which occurs during rotation. We have first model with circular shape. Our goal is to create a few glasses with different shape which will be always defined with our curve. 95 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS So, make two more copies. Select Lathe group with Curve in Object manager, and with CTRL key pressed down drag and drop them in Object manager until cursor gets + sign. When dropped copy is created. Change position of new LATHE object in the scene with MOVE tool. With visibility dots make original group invisible. Switch to our newly created copy in Object manager and change Subdivision to 8. Now we created polygonal model of Whiskey glass with simple change of segments. Switch viewport to perspective window and visually check position of both glasses. (For change of position it is necessary to use) New glass with polygonal shape is nice but to make it realistic it needs fillets on the top edges. We will fix this with HyperNURBS function. Copy again model of this glass and set it to the middle of the scene (coordinates 0,0,0) .Hide other glasses. Select new model of glass and convert it to editable. New object is now not controlled by curve. It turned to polygon mesh. Delete content of previous HYPERNURBS which and move our polygon object there instead. Turn this group on. Select active tool to Edge edit mode and select all vertical edges on both, inside and outside polygons of glass. How to select edges for editing Select with LMB and add more elements to selection with SHIFT key. Add desired vertical edges, and also rim edges on the top of this glass. For easier work temporarily disable HYPERNURBS function either with checkmark or with Q-key. If you select more elements than needed you can subtract them from selection with LMB while holding CTRL key. 96 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Turn on HyperNURBS, use select tool and click on Active Tool tab, where we will set roundness of edges. Roundness of edges we will set with HyperNURBS Weight window. Set value to 85 % and confirm with button Set. With this method we have very similar glass to our previous lathe model but edges are nice and smooth. This new glass is much more realistic. We can select bottom rim edges and set their weight to 75% too. Move our last glass to different position and turn on visibility for all glasses to compare them. 5.5 NURBS TOOLS USE We have just explained practical use of Tool Lathe to create rotation objects. Now we will discover some other tools for NURBS modeling. All NURBS tools are accessible form MENU OBJECTS or with icons from TOOLBAR Extrude NURBS The Extrude NURBS object extrudes a spline to create an object with depth. The extruded object appears as soon as you drop the spline into the Extrude NURBS in the Object manager. You can also use splines to cut out holes. If, for example, a single spline object has two segments (an outer circle and an inner circle), the inner circle will be interpreted as a hole. CINEMA 4D detects hole splines automatically. 97 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS • All segments must be contained within a single spline object — additional splines will be ignored. To connect the splines, select them and choose Functions > Connect. Attribute manager Movement Into these three input boxes, enter the extrusion distance along the X, Y and Z-axes (based on the local axis system of the NURBS object). Subdivision Defines the number of subdivisions along the extrusion axis.. Iso Subdivision Defines the number of isoparms used to display the Extrude NURBS when the isoparm display mode is active. Flip Normals Flips the direction of the normals of the Extrude NURBS. Usually normals are in the correct direction. However, with open contours it is not possible to know which way they should point. In this case, you can control the direction of the normals, either by changing the direction of the spline or by enabling the Flip Normals option. This option does not effect the caps, since their normals are always calculated correctly. Hiearchical If this option is enabled, you can group, say, several splines within a Null object and place this group in an Extrude NURBS. Each spline of this group is now extruded separately. This is important especially for a text spline when you have enabled its Separate Letters option. In this case, a separate spline is created for each letter; these splines are in an object group. The Hierarchical option must be enabled to extrude these separate letters. Untriangulate This option removes polygon edges where possible by converting triangles to quadrangles. If the spline intersects itself that does not take the option into account. Caps Use these settings to add caps and/or rounding to the Extrude NURBS. The Caps and Rounding settings are described later in this chapter. 98 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS LOFT The Loft NURBS stretches a skin over two or more splines (although see the tip below). The order of the splines in the Loft NURBS determines the sequence in which they are connected. If you want to create loft on only one curve (flat text) Spline should be closed. Loft can be used for combination of closed and opened splines too. Original Splines. Creation of Loft surface. • You can use a single spline with a Loft NURBS to create a surface. Attribute manager Mesh Subdivision U/V This gives the number of subdivisions in the U direction, i.e. along the circumference of the crosssection. Isoparm Segmentation Defines the number of isoparms used to display the Loft NURBS when the isoparm display mode is active. Organic Form If this option is disabled, the Loft NURBS lines pass directly though the spline points and the distances between the lines adapt to the spline points. If the option is enabled, the Loft NURBS lines maintain equal parametric distance to each other, creating a looser, more organic form. Loop If this option is enabled, the first spline is connected to the last spline in the V direction. 99 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS SWEEP NURBS The Sweep NURBS requires two or three splines. The first spline, the contour spline, defines the cross section and is swept along the second spline, the path, to create the object. The optional third spline (rail spline) can be used to modify the scale of the contour spline over the object’s length. • The contour spline should lie on the local XY plane.. • You can use splines with multiple segments, e.g. you can sweep an entire word along the path. The contour spline is swept along the path in the direction of the contour’s Zaxis. If you are using a planar (two-dimensional) path spline, there are no further considerations. However, the behavior of the sweep is a little more complicated with a non-planar (three-dimensional) path. If you enable Banking, the following rules apply: The contour spline is rotated at the start of the path spline so that its X-axis is parallel to the average plane of the path spline. This plane can be used to control sweep but loop option can not be used at the same time. In this case is appropriate third spline to control direction and size of profile for the whole sweep. Banking allows you to use arbitrary 3D paths. However, it is not suitable for a precise sweep since the contours may break up, depending on the path. If the Banking option is disabled, the following applies: the contour spline is rotated for each subdivision so that on the one hand its Z-axis is always tangential to the path spline and on the other hand its X-axis is parallel to the XZ plane of the path spline. You can use this XZ plane to control the sweep, although you do lose the ability to model loops, since the contour flips over when the path runs vertically. Finally, there is another, much more powerful functionality — you can use a rail spline to control the direction and/or scale of the contour as it runs along the path. The path spline controls the positioning of the subdivisions. Adaptive spline interpolation is usually a good choice since it generates a relatively low number of surfaces. Uniform spline interpolation, on the other hand, is the better choice for animation since the subdivisions will be a uniform distance apart. A common mistake when using rail splines is to use a path spline with adaptive interpolation. This can generate insufficient subdivision for the rail to work properly — a higher resolution is required. You can solve the problem by setting the path’s Intermediate Points to Natural. 100 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Figure shows - ADAPTIVE INTERPOLATION and NATURAL INTERPOLATION and final object. Control splines are on the right side Attribute manager - Object properties Isoparm subdivision Defines the number of isoparms used to display the Sweep NURBS when the isoparm display mode is active. Scaling Determines the size of the contour at the end of the path. The contour is 100% at the start of the path and the size is interpolated in between. Rotation Defines the rotation about the Z-axis that the contour has passed through by the time it reaches the end of the path. Growth Defines the size of the sweep. 50% means the contour spline is swept along the half of the path. If the path is closed, you can set caps (but not rounding) when the growth is less than 100%. • You can animate the growth by recording the Growth parameter. For example, you can gradually write a word by using a circle spline as the contour and a spline in the shape of the handwriting as the path. Parallel movement If this option is enabled, the contour is swept in a parallel manner (i.e. it is not rotated at all). Banking If Banking is enabled, the contour spline will lean into the curves of the path spline. The initial banking angle is set to the average plane of the path spline, which is calculated from the position of the path’s spline points. The banking angle must be chosen at random for straight lines since they cannot define a plane. In this case, turn off banking to make the contour will run parallel to the path spline’s XZ plane. 101 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Use Rail direction Enabled (left) and disabled (right), If enabled the rail spline will influence the rotation of the contour about its Z-axis. CAPS Parameters are the same for Sweep, Extrude, Lathe and Loft NURBS Start/ End Use the Caps and Rounding page to change the rounding at the start and end of the NURBS object. Parameters Step and Radius have separate settings for each cap. Fillet, Cap or both are common parameters. Steps - Here you enter the number of subdivisions for the rounding at the start of the object. Radius - Determines the radius of the rounding at the start of the object. Fillet type Choose the shape of the rounding from this drop-down list. When the constrained mode is active, all fillet types except the Engraved type extend the length of the extrusion of the NURBS object. Different materials for the hull, caps and rounding You can apply different materials to the hull, caps and rounding. To do this, either convert the object into polygons For example, using the Extrude NURBS you can create edges with different material then the rest of cylinder created with NURBS tool. Restricting a material to an invisible selection — in this case, the rounding at the front of the text. Apply a material to the start cap by using the Selection box (Texture tag). For example: C1 = Cap 1, C2 = Cap 2, R1 = Rounding 1, R2 = Rounding 2. Or you can drag materials on polygons manualy. 102 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS 5.6 MODELING TOOLS Modeling tools are also another method which gives us further possibilities how to model out project. Some of them we will discuss in this chapter. You can find them in the menu Objects > Modeling or through Toolbar Icons BOOLE - Boolean operations It performs realtime Boolean operations on primitives or polygons. This means that you can see the result in the viewport as soon as you make the two objects children of the Boole object (try two spheres for testing). The default Boolean mode is A subtract B. • The Boole object also works with hierarchies. This means you can cut not only one but two or more holes in an object using A subtract B. Each further cut object must to be located in a hierarchy under the first cut object. • For a cleaner cut (i.e. if you can see defects), increase the number of subdivisions for the objects. Attribute manager - Object properties • Most of these settings are available in High Quality mode only. Boolean Type Four Boolean modes are available: A + B A - B A intersects B B minus A. A Union B: Object A is merged with object B. A Subtract B: Object B is subtracted from object A. A Intersect B: The volume of intersection is shown. A Without B: This is similar to A subtract B, but it is not a genuine Boolean operation. It cuts holes in object A without capping the holes. 103 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS High quality The Boole object incorporates a high quality Boolean algorithm known as Better Boole. Enable the High Quality option to use the Better Boole algorithm, which generates a cleaner mesh with fewer polygons (triangles). Create single object If you convert the Boole object to polygons (Functions > Current state to object or Make Editable) and this option is enabled a single object is created. If the option is disabled, the Boole object’s Phong tag will be evaluated if present. Optimize This parameter is only available if Create Single Object is enabled. If the Boole object is converted to polygons, points within a set distance of each other are merged to a single point. Enter the desired distance into the box. In the example, the Boole has been applied to the top-right and bottom-right objects. The following settings were used. Left: Create Single Object disabled. Center: Create Single Object enabled. Right: Create Single Object and Create Phong Breaks At Intersections enabled. Instance To create an instance of an object, select the object in the Object manager that you want to instance and choose Objects > Modeling>Instance. The instance now appears in the Object manager. To change which object is referenced, first select the Instance object in the Object manager to display its settings in the Attribute manager. On the Attribute manager’s Object page, you’ll find a box called Reference Object. Drag and drop the name of the object that you want to be instanced from the Object manager into the Reference Object box. Attribute manager To reach these commands, click the triangle next to the Reference Object box. Clear Removes the reference to the original object. Show in manager Scrolls the Object manager if necessary to make the original object visible.. 104 CINEMA 4D SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS Selected Element An instance object is a special duplicate of an object that does not have its own geometry. As a result, instances require far less memory than conventional duplicates, but the advantages do not end there. Imagine that you have created a street scene with over 40 street lamps (all instances of the same original object). By adjusting the brightness of the original lamp’s light, you can change the brightness of all lamps in one go. You may even edit the original with the modeling tools and the instances will follow suit. Material properties are adopted as well. Only the position, scale and rotation are independent of the original. An instance object will not significantly increase the size of the saved CINEMA 4D file. However, the CINEMA 4D editor will still need to allocate additional memory as if the instance object were a non-instance duplicate. The Scene Information dialog shows instance objects to consume as much memory as duplicates. SYMMETRY • The Symmetry object works with geometry and splines only, not with lights, cameras and so on. The Symmetry object is especially useful when polygon modeling symmetrical (or nearly symmetrical) objects such as faces. Model just one half of the object and the other half is generated automatically. Once you’ve finished modeling one side you might want to make the Symmetry object editable to convert the generated half into polygons. You can then tweak either side separately to avoid the model looking unnaturally symmetrical. Try something simple: create a sphere, convert it to polygons with Functions > Make Editable and select the Points tool. Select the Rectangle Selection tool and, in the Front view, select the right half of the Sphere object’s points and delete them. Create a Symmetry object and, in the Object manager, make the sphere a child of the Symmetry object. The right half of the sphere is generated and the sphere is complete once more. Note that only the left-hand side has points. Now edit some of the points on the lefthand side, perhaps with the Magnet tool. Notice how the generated side is updated automatically. Attribute manager - Object properties Mirror plane Determines which plane is used as the mirror. ZY is the default since it is used in the front view for objects with vertical symmetry, such as a face. Weld points If the Weld Points option is enabled, points at the mirror’s edge are welded automatically — two points become one. 105