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Introduction to 3D | 2006
interface |
NAVIGATION
interface |
Virtual 3D Space:
First things first. Using any type of software necessitates learning its
Graphic User Interface (GUI). And 3D modeling software presents
some of the highest challenges in the industry, mainly because of the
limitations of hardware. You are using 2D tools to do a 3D job: the
mouse provides two-axis input on a 2D computer display, and the
keyboard allows for input of alphanumeric information.
So how does one use these tools to manipulate the 3rd Dimension?
There are three levels of interface and convention that allow hardware
and software to work together for 3D interaction:
Level 1: Hardware
3D is principally brought into play through the use of a three-button
mouse in coordination with keyboard commands.
Level 2: 3D Virtual Space
The next level of interface is based on a virtual 3D environment.
At the center of this Global Space are three vectors (or axes) that
define this space: X, Y, Z. All spacial orientation in this virtual world is
measured from the Origin of these three axes.
>> Navigating in this 3D space is accomplished by pressing the
Shift and Alt keys while mousing down on any of the three mouse
buttons: RMB (right mouse button) facilitates Tumble in the
perspective window (only), MMB (middle mouse button) initiates
tracking or panning, and LMB (left mouse
button) produces zooming in and out of the scene.
Tumble
(perspective only)
Pan
Dolly
interface |
As you learn the hierarchical interactions, the interface will fade into
the background, and with fluency design becomes your primary focus.
Learning this tool will take practice, even some memorization, but the
more you use it the faster fluency takes over...
ALWAYS
SOMETIMES
MODE
MOST OFTEN
MARKING MENUS
>> embedded muscle memory
HOT KEYS
>> memorized
FREQUENCY
Alt Z
Alt A
Ctrl X
Alt C
Alt V
Alt D
Alt G
- Undo
- Redo
- Cut
- Copy
- Paste
- Duplicate
- Group
LEAST OFTEN
interface |
WINDOW SYSTEM
Alt L Look At
This command will frame any selected
objects while making it the tumble center.
If nothing is selected then all objects
in the scene are framed and centered.
This is a great workflow aid, keeping you
focused on your work.
Camera Switcher
allows switching
between multiple
perspective
cameras.
Tumble
(perspective only)
Pan
Dolly
S+C
interface |
The list below covers the minimum recommended file structure to follow new projects:
project_name -the project folder title
pix -stores the rendered images and image maps for any texture images
wire -stores the 3D data files created by Alias
Alias creates a very large number of folders by default. It is necessary to maintain this large
number of folders only for the Demo project (see below). This project should be thought of
as the library, storing all image maps, textures, shaders, and generic wire files for
repeated use.
Naming of files can be very subjective. The key here is to communicate clearly with your
naming, while keeping it simple. The usual naming structure involves a number of stepped
history files documenting the evolution of the given design. You should save these steps
liberally. Better to have too many stepped files than to have skipped an important step, and not
be able to go back easily, and reclaim work.
Appropriate naming conventions could be as follows:
cube10.wire
-sets up the file lineage
cube11.wire
cube12.wire
-and so on (book marking your progression)
cube20.wire
-marks a big change worth noting
cube57fini.wire
-marks the final iteration
cube57_stitch.wire -marks the stitched part files for data exchange
cube_rendo1.wire -indicates a rendering specific file
>> The bottom line: you want your naming to be as informative and concise as possible. And
dont forget to save often (disk space is cheap; your time is not). Your idea is only as good as
the last time you saved!
interface |
1] Select an object,
2] If necessary, Re-position the selected objects Pivot Point,
3] Transform (Move, Rotate, Non-p, Scale) selected object.
Snapping Constrains:
There are several sets of constraints that can be used together to
accurately control objects in this virtual 3D space:
First there are the three axis constraints (mapped to the mouse
buttons from right to left: X, Y, Z); second, there are the three
snap modes (Grid, Point, and Curve snap). Together they can be
combined with transformations to produce 3D alignments and object
Z
>> The Information Window gives you a numerically
precise access to the any selected objects or groupings
translational information. Fields can be directly manipulated,
(and the object can be named within this editor).
Grid snap
Point snap
Curve snap
>> Remember, after the chosen objects are selected, you must not
touch any other objects while in the transformation mode; just clickdrag up to the thing you are snapping to (except for Curve Snap,
where you will have to touch the given curve itself).
interface |
Default Layer:
It is always present, pickable, and
visible. Keep all camera and lights on
this layer. Keep this layer free from
geometry data, using it as a temporary
workspace.
Creation Layer:
The active Layer (highlighted in yellow) that you are
currently working on.
Invisible layers:
Self explanatory.
Pickable layers:
Objects on a layer are pickable by
default. You can change this attribute
on any layer except the default layer,
which is always pickable and visible
(background gray).
Reference layers:
Objects on these layers cannot be
picked or rendered, but you can snap to
them. This state allows curve snapping
to all the objects in that layer. CVs
and edit points are not displayed on
reference layers, and therefore not
snapable (orange).
Inactive layers:
You cannot pick, snap, or render any
objects or nodes on the inactive layers.
This behavior is similar to templated
objects, but is displayed in a different
color (light gray-blue).
Symmetry:
Symmetry can be toggled on and off on
a per layer basis. Layer Symmetry is for
visualization only and helps to keep file
size at a minimum (The symmetrical side is
represented with a dotted wireframe).
Alt T
Toggle Template
Toggles selected object(s) to and from a templated
state (gray) on a per-object basis.
Alt V
interface |
F9 SBD:
Node definition:
The SBD is populated with transformation nodes. Every node stores
and maintains it own relative transformational information (this is all the
Translate, Rotate, and Scale info in the Information Window).
The Scene Block Diagram is an alternative and abstract way to look at (and select) the objects in a given scene (surfaces,
curves, lights, cameras, etc.) in an iconic way (Nodes). The purpose of this type of view is to understand the given objects
relationship within the hierarchical structures of the given grouping.
Transformation Node
Animated Node
Parent Node
Camera Group
Child Node
COS
Geometry Node
Surface
Solid Texture
Image Plane
Curve
Stitched
Alt G Grouping:
Shift Alt I
Info Window
Copy Node:
and Move Up:
Not very useful for
ID applications.
interface | 10
-X
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1st SPAN
There are many degrees of curves possible in Studio (1st, 2nd, 3rd,
5th, and 7th), but we will only concern ourselves with 3rd degree
geometry for now.
end
start
HULL
Control Vertices (CVs):
CVs are the primary controlling elements of curves (and surfaces).
They effectively act on their geometry like gravity, pulling the curve
(or surface) towards each of the CVs, sharing their relative influence.
Hulls:
Hulls make up a control polygon connecting the CVs in a linear
fashion. It is often useful to select and manipulate a hull, transforming
a whole row of CVs at once.
Edit Points:
Edit points lie on the curve itself. They define the parameterization
of the given curve. They can be directly manipulated, but it is not
recommended because it produces unpredictable results. Edit points
(for curves) are the direct analog to isoparms (for surfaces).
Spans:
Spans are the sections of the curve that lie between the given
edit points.
EDIT POINTS
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Alt F
Key Line
>> The information window gives you access to controlling the basic
attributes of the Key Lines and Arcs. Length, angle, sweep, radius can
all be modified at any time.
modeling | 13
Isoparms:
Isoparms are the surfaces equivalent to the curves Edit Points.
They lie on the surface itself. Isoparms define the parameterization
of that given surface. They constitute the visual wire frame that you
typically see in computer 3D surfaces.
U SPAN
SURFACE
ORIGIN
V SPAN
>> All NURBS surfaces have four edges. This is even true for
geometry that looks to have fewer sides: In the case of the section
of a sphere below, the top and bottom poles are concentrated in
single points (the CVs are all on top of each other),
resulting in the illusion that it has
only 2 sides. These poles are called
degenerative sides.
edge 2
edge 1
edge 3
edge 4
ISOPARMS
HULL
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Alt I
Parameterization:
This describes the placement of edit points and isoparms of curves
and surfaces. Depending on how you create and alter an objects
parameterization, you can achieve good or bad results. The follow list
is a set of general rules that will guide you towards the best results,
as well as help manage quality surface development throughout the
modeling process:
[1] Keep it simple, keep it light
Start surfacing with as few CVs as possible, creating even less data
than you know you will need later. The strategy involves sculpting the
lightest surfaces, then adding (using Alt-l to insert CVs) more control
only where and when needed. Models evolve from simple forms,
gaining complexity proportionally to the designs refinement.
Insert
>> Press Alt - (momentarily) while Inserting
automatically snaps half way between
isoparms or edit points.
[2] You can always add control (insert CV), but you should not
take it away (delete CV)
It is possible to use Delete Active to remove CVs, but it seems to
damage the quality of the curve or surface. Rebuild Surface is the
only quality way to reduce data effectively. Sometimes a complete
manual recreation is necessary to lighten data properly.
[3] Always insert halfway between edit points, or isoparms
This practice ensures the best quality and most control of surface
character. To accomplish this, after invoking Insert > Alt I, press the
Alt key while selecting the approximate insertion position, and the
green indicator snap to mid-points, halfway between isoparms.
2 Spans of Influence
Influence
Boundaries
A CVs Range of Influence:
The surface above, and its edge section below,
illustrates the influence of CVs. The CVs have
a smooth roll off of affect on the surface (and
the curve) for two spans in each direction. This
is indicated by the white highlighting of the
isoparms (and curves) showing the CVs range
of affect. This is a valuable interactive feedback,
allowing you to anticipate and compensate
by inserting more CVs for tighter regions of
parameterization.
<< 2 Spans
Influence
2 Spans >>
modeling | 15
F11 Trimming:
A surface can be trimmed into any shape imaginable. This
functionality effectively hides part of the surface without actually
changing it. Trimming only occurs along closed boundaries of
geometry edges and Curves On Surface (COS).
F12 Untrimming:
Untrimming reverses the trimming
function. These two functions can be
invoked back and forth endlessly to produce
the desired design intention. Trimming behavior remembers
successive trims, and thus untrimming steps back one step at a time.
>> Untrim > all: [Default Panel > Special tab]
This option untrims through all the historical trimmed steps to
completely untrim the selected surfaces.
Ctrl D Detach
>> Press Ctrl - (momentarily) while detaching to automatically snap to
isoparms or edit points, then execute.
>> It is recommended to always Detach at Isoparms or Edit Points.
>> Notice that the CV control polygon remains exactly the same after
trimming: the underlying geometry remains unchanged...
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PROJECT COS
modeling | 17
modeling | 18
PERIODICALS
Circular Geometry:
A periodic is any revolved or closed surface (or curve):
A sphere, a cylinder, a cone, a tube, a circle; all are closed
and continuous geometry.
Sections of Periodics:
In the case of revolved surfaces, the number of sections set the
level of control. eight sections is the minimum for creating a good
approximation of a circular form. You want to choose the number of
sections that best serves your design goals.
>> In this case, by taking a twelve section circle, selecting
every other CV, then rotating them around their central
pivot pointyou will transform it into a blended
hexagonal shape.
>> So much can be done
with periodic surfaces. There
is a huge opportunity for
creativity here. All this design
work has underlying periodic
geometry.
Periodic seam:
The seam is the practical beginning and end of the periodic. This is a
paradoxical detail in the mathematics of periodical surfaces, because
it seems in conflict with the geometrys continuous circular nature. You
need to be aware of how the seam can affect other modeling features:
trimming regards the seam as a geometric edge. When building
surfaces that cross over a periodic seam, they (fillets, Bi-rails, etc.)
also treat the seam as the boundary of two separate surfaces. It is a
good idea to plan ahead where the seam will end up so that it does not
interfere with your modeling.
modeling | 19
Primitives are sized equal to ONE current working unit of measure (in
your relevant scene). For instance, if you are working in inches, and you
create a primitive cubeit will be a 1 inch cube. Similarly, if you change
your units to millimeters and create a primitive sphere, it will have a
diameter of 1mm.
Contextual Placement:
A Primitives orientation is determined as you place it in the scene. The
central axis of the Primitive is always perpendicular to the orthographic
view you place it inmeaning that the top of the object is always
pointing up in the view you create it. In the case of the perspective
window, Primitives are created on the XY plane by default, so they are
always pointing upward.
Scale Measurements:
Exact scale measurements and 3D orientation can be easily blocked out with Primitives. Given that they are created as
a single unit volumes in the current unit set up, a rectangular object can be dimensioned quickly from a cube by entering
the desired numeric values into the scale fields of the cubes Information Window (Alt Shift I). With this technique internal
components can be simply blocked out and serve as an underlay for design work.
>> Warning: manipulating the CVs of a given Primitive nullify the accuracy of this technique. Also, zeroing transforms on
a Primitive also undermines this technique because it overrides the transformational information.
>> AutoStudio creates its primitives with a scale factor of 100, because
it is assumed that the user is working in automotive scale
REVOLVED SURFACING
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Generation
Curve
modeling | 21
SKINNING SURFACES
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RMB
(right mouse
button) adjusts
the fillet size.
MMB
adjusts the
position of fillet
measurements.
Assigning a
0 value to the
sides at the end
of a fillet ensures
that corner will be
Trimmed out.
>> The variable radius can also be very powerful in quickly figuring out
complex transitions.
Variable fillet
>> The main difference between Roller Ball radii and Variable radii
are in the manners of their calculation:
Roller Ball fillet
Variable Radii calculate the tangent points based on measuring out
from the theoretical intersection of the surfaces.
Roller Ball Radii are calculated based on the tangent points of the
chosen circular radius, as if a ball bearing of that particular size was
rolled down the interesting surfaces determining the tangent line.
Variable fillet
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CURVATURE FILLETING
Constant
Variable
Chordal
Auto
Surface
Trimming
Normal
Fillet
Side