Business and Computing Deanery 3D Modelling Tools Week 2 Parametric modelling, transformations.

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Business and Computing Deanery 3D Modelling Tools Week 2 Parametric modelling, transformations

Transcript of Business and Computing Deanery 3D Modelling Tools Week 2 Parametric modelling, transformations.

Business and Computing Deanery

3D Modelling Tools

Week 2 Parametric modelling, transformations

3D Modelling Tools 2

Last week Discussed the module guide

Planning your model Software & hardware 3ds max interface

Start Animated still life tutorial

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Today’s Contents Your presentations Model A Parametric modelling Selection of objects Transformations

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Model A – the scenario

You are asked to create a prototype model of a robotic aircraft carrier for a remake of the game Carrier Command

“Carrier Command is a 1980s computer game for the Amiga, Atari ST, PC, ZX Spectrum, Apple Macintosh, Commodore 64 and Amstrad CPC computers.

Carrier Command is a cross between a simulator game and a real-time strategy game where players control a robotic aircraft carrier. The carrier is not based on any real-life aircraft carrier but has been designed specifically for the game.”

Carrier Command Wikipedia (2006)

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3D space Rectangular coordinate

system Known as Cartesian

coordinates World or global

coordinate system Each object can have its

own local coordinate system

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What are primitives? Basic building blocks Can be used to start any modelling

project First you need to create and move

things around Each object has a set or parameters

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Primitive parametric modelling Numerical description of the object What are the parameters of:

Box (or cuboid)? Size, 3 dimensions

Cylinder? Height and radius

Sphere? Radius

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Common 3D primitives Can you name

them? Cone Sphere GeoSphere Teapot Box Tube Cylinder Taurus3ds max v7, (2005)

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Important – name your objects Why? Default names are OK but what

about a big scene?

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Different creation methods More than one way to create an object

Click and drag Keyboard entry for precise dimensions Altering the object parameters

Objects with a different number ot dimensions (parameters) require a difference number of clicks and drags How many for a sphere, box, cone?

Create method Edge or centre for a sphere

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Activity – Standard primitives Start up 3ds max

Draw a rectangular primitive shape Experiment with panning, zooming Change the viewpoints Experiment with ‘right clicking’

Draw a curved primitive shape Alter the umber of segments

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Extended primitive types AutoGrid Hedra Extended Primitive Torus Knot Extended Primitive ChamferBox Extended Primitive ChamferCyl Extended Primitive OilTank Extended Primitive Capsule Extended Primitive Spindle Extended Primitive L-Ext Extended Primitive Gengon Extended Primitive C-Ext Extended Primitive RingWave Extended Primitive Hose Extended Primitive Prism Extended Primitive 3ds max v7, (2005)

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Activity – Extended primitives Explore some of the extended

primitives

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Units and scale English

Feet an inches Metric

Meters and centimetres Generic

Decimal numbers

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Shortcuts

3ds max shortcuts (2006)

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Selection Select buttons Select by name Select by region Select by filter Paintbrush selection

Multiple selection Isolate selection

3ds max v7, (2005)

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Setting object properties Properties panel Right click

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Activity – Change some properties Select some of the objects you have

made and change the properties Size Colour Segments

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Working with objects Hiding and freezing

objects What is the

difference? Why use them?

Groups “Separate scene

objects into easy-to-select and easy-to-work-with groupings”Murdock K.L., (2005)

3ds max v7, (2005)

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Activity - Gropus Organise some of your objects into

groups

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Transformations Geometric transformation

Mathematical operation What are the three possible

methods of transformation? Position Rotate Scale

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Coordinate systems Max supports a number of

coordinate systems View - default Screen World Parent Local Gimbal Grid Pick

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View Viewcoordinate system

X, Y, and Z axes are the same in all orthogonal viewports

You are move things relative to the space of the viewport X always points right Y always points up Z always points straight out

3ds max v7, (2005)

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Transform tools Transform buttons

Or type in the dimensions

3ds max v7, (2005)

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Gizmos The Transform gizmos let you

quickly choose one or two axes when transforming a selection with the mouse.

You choose an axis by placing the mouse over any axis of the icon, and then drag the mouse to transform the selection along that axis.

To move or scale an object, you can use other areas of the gizmo to perform transforms along any two axes simultaneously. 3ds max v7, (2005)

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Pivot points Transform centre

Rotation or scaling of an object around its pivot point

3ds max v7, (2005)

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Align objects Is very important for gaming

modelling Meshes should never intersect

can really upset the rendering engine Select an object Select to align it Select the target

Important order

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Align Flyout Align Quick Align Normal Align Place Highlight Align Camera Align to View

3ds max v7, (2005)

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Other align options Use a grid Snap

To a grid Other objects

Bounding box Pivot point Perpendicular Tangent

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Grids Two-dimensional arrays of lines

similar to graph paper Grids:

An aid in visualizing space, scale, and distance.

As construction planes where you create and align objects in your scene.

As a reference system for using the Snap feature to align objects.

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Activity – Make things Make a snow man Make a tray of ‘tea things’ Make a bendy straw

Use 2 Tubes plus a Hose primitive

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Perspective transformations Perspective projection

Happens automatically in virtually all 3D software

A perspective view is created by projecting each point of the object onto a picture plane

Parallel lines converge in the distance

Creates a 2D image on the monitor/paper

Axonometric projection

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Navigation transformations Motions or transformations that

place the viewpoint or camera in different parts of the scene Position Point of interest Camera lens

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Architectural primitives Doors Windows Stairs Railing Wall Foliage

3ds max v7, (2005)

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Self assessment What do the terms primitive and

parametric mean? Name four primitives and their

parameters? Why is it important to name objects? Why is it important to align things

properly for gaming models? What are the 3 axes used in modelling? What are the three types of transform

used in 3ds Max?

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Portfolio 1 Screen grab of 3ds max of your model of: A room created from primitives

Floor 3 walls

Containing a table Rectangular table top Four rectangular legs

Plus three chairs or stools And on the table place

Ten oranges spaced equally in a circle A coffee pot

Due in 2 weeks time

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Today Your presentations

List of groups List of subjects

Parametric modelling Creating primitives Naming objects Assigning colours Altering parameters Standard and extended primitives

Selection of objects Transformations

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Next weekLecture Cloning and arrays Modifiers Tutorial Chess Set

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Impendent study Directed reading 3DS Max 7 Bible

Chapters 8 and 9 Finish off Modelling a Space Scene

tutorial Prepare for next weeks tutorial

Chess set Work on your presentation Start researching for your model A

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References 3ds max v7, (2005) User Reference and

Tutorials 3ds max shortcuts

http://academics.tridenttech.edu/team342/whitepapers/3ds_Max%20keyboard-mouse%20shortcuts.pdf accessed 08/10/2006

Carrier Command Wikipedia http://en.wikipedia.org/wiki/Carrier_Command accessed 08/10/2006

Murdock K.L., (2005) 3DS Max 7 Bible, John Wiley & Sons Inc, ISBN: 0764579711