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Polygons - make a primitive editable by pressing "C" on the keyboard or selecting the button pictured right. Faces - Selectable polygons / surfaces that you can select with the face tool in order to manipulate / extrude etc. Edges - otherwise known as "verteces" (or a'vertex', singular) are lines between 2 points on a model. Normals - the visible faces of a model that a texture maps to
Polygons - make a primitive editable by pressing "C" on the keyboard or selecting the button pictured right. Faces - Selectable polygons / surfaces that you can select with the face tool in order to manipulate / extrude etc. Edges - otherwise known as "verteces" (or a'vertex', singular) are lines between 2 points on a model. Normals - the visible faces of a model that a texture maps to
Polygons - make a primitive editable by pressing "C" on the keyboard or selecting the button pictured right. Faces - Selectable polygons / surfaces that you can select with the face tool in order to manipulate / extrude etc. Edges - otherwise known as "verteces" (or a'vertex', singular) are lines between 2 points on a model. Normals - the visible faces of a model that a texture maps to
right and back/forward RGB Arrows Red (x), Green (y), Blue (z) blue should be forward facing Primitive Basic 3D object creatable from the Cinema 4D menu : Polygons Make a primitive editable by pressing C on the keyboard or selecting the button pictured right. This turns a primitive into a Polygon. A Polygon is a face made up of triangles, and occasionally these go missing when exporting to other packages, such as Unity, to fx this, you should perform triangulation. Triangulation Found in the functions menu, this flls in any lost polygons, by checking the model for areas which will develop gaps upon export. Faces Selectable polygons / surfaces that you can select with the face tool in order to manipulate / extrude etc Edges otherwise known as verteces (or a vertex, singular) are lines between 2 points on a model. Use the edge tool to manipulate these. Normals The visible faces of a model that a texture maps to. In the example of a cube to the right, the normals would be the outer (orange) faces, with the inside of the cube not being mapped to. C4D Primary Tools Model Tool the main tool to have selected when using Scale, Move or Rotate, this simply addresses the whole model Polygon Tool the tool to select when manipulating properties of a face Edge Tool to manipulate verteces of a model Point tool to manipulate points of a model, to add additional points, go to Structure >add point, then reselect the cursor to continue manipulating the existing points. C4D Structure Tools Knife Cuts a new vertex into an existing face of a model, you should have the Edge (vertex) tool page01 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials selected on the left in order to use this. In the image to the right, a knife has been used to cut between 2 vertical verteces of a cube. Extrude Inner Creates a new face within a face, in order to make a surface for extrusion. Select a face with the Face Tool and then right click and select Extrude Inner then drag to the left to create an inner face (see above). Extrude Pulls a face in or out depending on which direction you drag, the example below, the inner extrusion from the example to the right has been extruded inward. Add Point This adds a new point onto a vertex of a model, whilst in point mode. Having placed one or more new points, reselect the cursor to continue manipulating points. In the example (below left) a 5x5 segmented cube is being manipulated with the point tool, more points could be added to this to allow fner adjustment between the existing points. Bridge Create a new face between verteces that have no interconnecting polygons. This requires the Edge Tool to be selected. In the example to the right, im bridging a gap thats been cut into the cube too far into the top face - in the front face ive only cut 2 x 1 segments out, but in the top ive mistakenly cut 2 x 2 segments, so the bridge tool is needed to create a face between 2 verteces, which creates what is shown in the lower image. C4D Other Essentials View Controls In the top right of each viewport are the view controls, from left to right Pan, Zoom, Rotate, Switch Views (the latter of which switches between all 4 views and maximising the selected window). page02 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials Materials Materials are typically textures to apply to surfaces of models. Cinema has its own dedicated materials window to act as a space to create materials and browse what you have made. Materials utilising an image texture rather than just a colour require the base image need to be scaled as a power of 2 - eg. 64x64, 128x128, 256x256, 512x512 pixels. Objects Window The objects window acts as a library of everything in the scene, allowing adjustment of heriarchy, attached materials and various behaviors of objects, based upon child / parent relationships. Please read on to the next page for an introduction to the Unity3D interface. page03 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials The Unity Interface Unity3Ds interface looks like this ... This is just one of Unitys potential GUI (graphical user interface) layouts, accesible by using keyboard shortcut Command/Apple & 4, or by going to Window > Layouts > 2 Split. Other layouts are also available here, I will be using the 2 split layout for the purpose of this exercise just as a personal preference. Marked Areas 1) Scene View - An editor window allowing you to navigate and organize your 3D world 2) Game View - Upon hitting Play in the bottom left of the screen, youll compile and preview the gameplay in this window. As standard this view will be taken from whatever camera is active. 3) Hierarchy Panel - This is the list of objects in the game, listed in alphabetical order. Objects can be removed from the game by selecting them in the Hierarchy view and using Command(apple) & Backspace. page04 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials 4) Project Panel - The project panel lists all assets (usable objects) that are located in your projects Assets folder. Similar to the Library in Flash that you may be familiar with. 5) Inspector - The Inspector, much like the property inspector in Applications such as Flash and Dreamweaver contains settings for the object currently selected. View Controls The 4 View control buttons are accessible (left to right) via the Q,W,E and R keys on the keyboard, and perform the following - Q - Pan View Q with Alt key held - Rotate View Q with Command(apple) key held - Zoom W - Move Object E - Rotate Object R - Scale Object Remember, you neednt hold Q,W,E, or R, they simply switch view modes, the alt/command keys youll need to hold. Also, to zoom in to a currently selected item, press F on the keyboard. Essential Unity Concepts Projects A project is a folder containing your entire game and all its assets page05 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials Assets Assets are items used to make up your game - models, images, sound fles, scripts are all examples of these. Levels Levels are the individual game scenes that make up your game, these get linked together when you create a build of your game. Build An exported version of your game containing all of its levels, which can either be an application, or an html page and web package. Game Objects A game object can be defned as any active object in your game, they do not technically add any functionality to the game but are simply holders for components. For example, a Light in the game is simply an empty game object with a light component. In the same way, empty game objects can be added and given components such as scripts, rigidbodies, particle systems, you name it. The way most developers work with game objects is to create them in the scene and then drag them to a new Prefab so that they are infnitely duplicatable. Prefab A prefab is a ready made object with various components attached. These are set up in such a way that they can be Instantiated (created) in the game environment, retaining their components / scripts, without having to be present when the level begins. Colliders Colliders are invisible surroundings of a model in your game that are present to check for collisions with other models (and therefore their colliders). So when for example, you fre a bullet at an enemy in a frst person shooter, the physics engine of the game engine (in this case, Unitys Ageia engine) is constantly checking to see if the collider for the bullet overlaps that of something else, and if it overlaps the collider of an enemy, it will call a function in a script to destroy the enemy. There are several types of colliders, and ideally you should select a type of collider that is of a similar shape to the model it is being applied to - eg. for crates, you should select a Box Collider, and for something like a car wheel, a Sphere collider(or the custom wheel collider) is appropriate. For complex shapes, there is the Mesh Collider, which is usually the one applied to imported maps. Note: Mesh colliders will not collide with other mesh colliders, so do not attempt to place any weighted (rigidbody) objects into the Scene with a mesh collider, as they will fall through the map. Rigidbodies a Rigidbody is a physical presence to a gameObject. Without this, gameObject will foat statically wherever you place it, uneffected by gravity or other physics, and unable to be assigned with a velocity. Scripts Scripts are written in order to perform the many functions of your game, without them, your game simply would not do much! Scripts contain many functions, which either run constantly or only under certain conditions (eg. upon collision of objects). GUI Text A GUItext element in your game is a text element that is overlayed on the Main Camera. You can then write scripts to control what that GUItext element displays (eg. running score total, health, lives left etc). page06 3D Games - Unity & Cinema4D Unity & Cinema4D Essentials GUI Texture A GUI Texture element in your game is a graphical element that is also superimposed on the Main Cameras view. These can be used for a number of purposes such as menus, and displaying items on a First Person HUD (heads up display). Materials Much the same as their Cinema 4D counterparts, these materials contain textures to wrap on models, which can also be done in Unity as well as in Cinema beforehand. Physic Materials Physic Materials which govern the way a surface of a Game Object behaves - eg. bouncy, slippery etc. SkyBoxes A Sky box is a cubic set of 6 images (front, back, left, right, top, bottom) which make up the view of the world in the distance in order to fake real surroundings. Video Tutorials The Unity team have released a set of video tutorials on Unity Basics with Unity version 1.6. To watch them, or download to watch on your iPod, visit - http://unity3d.com/Tutorials/Video/ My Video tutorials for the 6 week 3D games unit, are available online at - http://www.willgoldstone.com/vidtutes If you have any questions about this subject, or any interactive media enquiries, feel free to email me - wgoldstone@bournemouth.ac.uk