Business and Computing Deanery Multimedia Week 16 3D modelling.

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Business and Computing Deanery Multimedia Week 16 3D modelling
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Transcript of Business and Computing Deanery Multimedia Week 16 3D modelling.

Business and Computing Deanery

Multimedia

Week 16 3D modelling

Multimedia 2

Last weekLecture Software for development and

distribution of 3D Hardware for 3D rendering Geometric principles of parametric

modelling

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This weekLecture 3D modelling Parametric

modelling

Supported session Work on your first

portfolio Work on 3ds max

tutorials

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Modeller concepts Four types of modelling systems:

Parametric Polygon Spline Patch

Many pieces of software combine two or more of these basic techniques

Giambruno M, (2002)

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Parametric modellers Retain their base

geometric information Default shape Current size Segments

This information can be accessed and altered

Can be spline or polygon based

Deformations can be applied

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Polygon modellers Objects

constructed with polygons Made up of tiny,

flat surfaces More polygons

mean More detail Bigger file sizes

Low polygon Used in real-time

games Small file sizes Quick to render 3ds max v7

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Spline modellers A line defined as points, usually

curved Resolution independent

No faces Useful for creating organic shapes Different types

B-spline Bezier NURBS

Non-uniform rational b-splines

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Spline types B-spline Bezier NURBS

Non-Uniform Rational B-Splines

More information at http://www.doc.ic.ac.uk/~dfg/AndysSplineTutorial 3D Graphics and animation

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Patch modellers Use a network of control

points Lattice of splines or

polygons Stretch or tug on the

shape Useful for organic forms

3ds max v7

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Portfolio 2.1 Create a VRML model using 3ds

max of a simple room constructed from primitive shapes, consisting of three walls and a floor. Insert a desk constructed of cylinders and boxes. A screen shot of your model rendered

in a browser, printed

How are you going to start? What do you need to know?

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What do you need to know? How to start Making basic shapes Changing the shapes Moving objects Aligning objects Making copies of objects

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It should look something like…

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Common 3D primitives Cone Sphere GeoSphere Teapot Box Tube Cylinder Taurus

3ds max v7

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Activity Draw a sketch of a

table sitting on a floor

Annotate it with basic shapes

3ds max v7

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Creating and changing primitives

1. Modify panel2. Create panel3. Object categories

3ds max v7

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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

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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

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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

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Activity Start up 3ds max

Draw a floor with a box primitive Name it Make sure that it is selected Change the size Change the colour

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Transformations Geometric transformation

Mathematical operation What are the three possible

methods of transformation? Position Rotate Scale

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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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Coordinate systems Max supports a number of

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

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View View—In the default View coordinate

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

When you move an object using this coordinate system, you are moving it relative to the space of the viewport. X always points right. Y always points up. Z always points straight out of the screen toward you.

3ds max v7, (2005)

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Transform tools Transform buttons

Or type in the dimensions

3ds max v7

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Pivot points The Use Center flyout provides

access to three methods to determine the geometric center for

scale and rotate operations

3ds max v7

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Transform centre Rotation or

scaling of an object around its pivot point

3ds max v7

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Align objects Is very important for real time

rendering 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

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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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Activity Add a table leg and table top Align the leg to just touch the floor

and table top

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Copying and instancing Copy

Creates a completely separate clone from the original. Modifying one has no effect on the other

Instance Creates a completely interchangeable clone of the

original. Modifying an instanced object is the same as modifying the original

Reference method Creates a clone dependent on the original up to the

point when the object is cloned. Changing parameters for modifiers that were applied to the object before the object was referenced, will change both objects. However, a new modifier can be applied to one of the reference objects, and it will affect only the object to which it is applied. 3ds max v7

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Array Series of clones Linear

Select object Define axis Define distance Define number

Radial Select axis Specify number

3ds max v7

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Activity Copy and position legs Place an array of objects on the

table top Save as .max Export as VRML

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Deforms or modifiers Modifiers provide a way for you to sculpt

and edit objects change the geometry of an object

An unlimited number of modifiers can be applied to an object

Modifiers can be deleted Modifiers can be copied to other objects The order or sequence in which you add

modifiers is important. Each modifier affects those that come after it.

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Selection of modifiers Bend Bevel Lathe Edit mesh Patch deformer Surface modifier Optimize Edit spline Taper

Smooth Twist Skin modifier Mirror Extrude

Refer to 3ds max 7 help

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Bend modifier Parameters

Angle Direction Axis Limits

3ds max v7

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Taper modifier Parameters

Amount Curve Axis Limits

3ds max v7

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Twist modifier Parameters

Angle Bias Axis Limits

3ds max v7

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Squash modifier Parameters

Axial bulge Amount Curve

Radial squeeze Amount Curve

Limits Effect balance

3ds max v7

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Object data flow The software

evaluates changes affecting the object for display The object data flow

is the order in which they are evaluated

3ds max v7

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The Modifier Stack Using the Modifier Stack

Find a particular modifier and adjust its parameters

View and manipulate the sequence of modifiers Copy, cut, and paste modifiers between objects,

or sets of objects Deactivate the effect of a modifier in the stack,

the viewport display, or both Select a modifier’s components, such as gizmo

or centre Delete modifiers.

3ds max 7 help

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Organising yourself Save frequently Do NOT work across the network Organise your work

How? Save different versions of your work

with new file names Folders for tutorial work Folders for portfolio work

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Question Hope has asked you to make a 3d

model of a proposed lecture theatre Compare the use of different types of

cloning of shapes in the modelling of a chair

Give two instances of how array might be used for a block of seats

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For Next Week Work on Portfolio 2.1 Work on your presentation Work on the 3ds max tutorials Directed reading chapters 4

Giambruno M, (2002) 3D Graphics & Animation, 2nd Edition

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References Giambruno M, (2002) 3D Graphics & Animation,

2nd Edition, New Riders, ISBN: 0-7357-1243-3 Kerlow I. V., (2003) The Art of 3-D Computer

Animation and Effects , 3rd Edition, John Wiley & Sons Inc; ISBN: 0471430366

Screen shots taken from 3ds max 7 User Reference