| Building a Frame
Using the 2D draw palette (pencil in construction toolkit), I
select
the 'Interpolated Curve' and make sure that I'm in Nurbs mode prior to
that.
At the end of the curve creation, a low resolution line is
shown, but
you can use +/- keys while making the curve to change that, or the
Smooth
tool later as well.
I did only half of the frame, then used the 2D mirror tool in
the draw
palette to create the second half. I used the SPACEBAR to toggle
between
available axes to select the proper one and clicked on the end point of
my half-curve.
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| Amapi offers a variety of 2D editing tools, here I used the
Stretch
tool to adjust the position and fine tune the tangents and curvature at
some of the key points on the interpolated curve. Notice that you can
either
work at the level of the original coarse curve or the resulting
interpolated
curve's segments, thanks to Amapi's dynamica geometry history, even
when
doing a smooth on a non-Nurbs curve and working just with a smoothed
regular
polyline (or polygons, for that matter).
With just a few click-and-drags you can set the shape for your
designer
chair's frame, tits profile etc...
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| It's time to create a section for the frame. I start with a
circle
and position it at one of the ends of the curve which will serve as
sweep
path. We could have used the thickness tool instead to make the tubular
effect, but with this approach we have better control of resulting
primitive
types (if and when that matters). I make sure the circle is still a
Nurbs
as well, use the Rotate tool to give it approximately the orientation
it
will need to be roughly perpendicular to the path (although Amapi will
do that for us later).
I also change the scale of the circle in just one or the other
axis'
direction, to make it an ellipses or oval. Use the Stretch tool if you
further want to reshape it.
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Using the Sweep tool
When we're ready, the Sweep tool will be used. Select the circle, click
the Sweep tool, then click the profile curve which serves as a sweep
path.
After clicking the sweep path, Amapi shows the swept curface, two
openings
(in red). |
| I can use the +/- keys to change the radius of the
sweep from
start to end, and also the SPACEBAR to toggle between various
orientations
of the section against the sweep path. Select the one in which the
section
appears to remain perpendicular against the path, or at least close to
that. But you'll easily see which one is appropriate to avoid flats or
self-intersections in this complex sweep. |
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| Hitting the ENTER key will reveal a quick phong rendered
view. You
can tell that it is still very coarse, but also that Amapi's renderer
attempts
to smooth the facets. This feature can be disabled in the shader if you
want to see it in a very faceted, flat shaded manner, as seen below. |
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| Set the 'Edge Smoothing' slider to zero. (In order to see
that slider,
you must set the Render settings to 'extended editor' mode. Select the
Render menu and 'Render Settings' for that.
Note that you can also check or disable back lighting. This
helps in
bdetermining if faces are clockwise or counterclockwise facing, which
may
be an issue with other programs when exporting from Amapi.
If you need to invert the facet orientation, use the 'Orient
Facets'
tool from the advanced tool menu, or from a shortcut assigned via the
shortcut
editor.
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| Here's the flat shaded equivalent (no edge smoothing at
rendering). |
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We'll go back to doing edge smoothing at rendering time (in
the shader)
for the rest of this tutorial. Set the slider to about 30.
(degrees)
Another thing we can check is whether this is indeed still a
Nurbs surface.
The frame of our designer char was modeled from curves, at least one of
which was a Nurbs curve. (both in this case). The sweep tool will thus
produce a Nurbs curve.
When you use the Smooth tool, if it is a NURBS curve, then you
can change
just the tesselation counter (subdivision) along the two orthogonal
directions
of the Nurbs space, U and V. Use the +/- keys to increase in one
direction.
Hit the SPACEBAR for the other dimension, and use +/- again.
Or enter numeric mode and enter the desired number for
U,V directly
with the keyboard.
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| Here's the resulting rendering after a few more smoothing
increases. |
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| Starting the Futon Cover |
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| We're now ready to add the futon cover, i.,e. a cozy looking
piece
of pillow and fabrib loosely placed over the frame. We'll want to make
it look at lieelt bit like soft leather perhaps, or rough leather with
bumps, or maybe a breathing soft fabric such as wool or cotton.
Whatever...
I used a side view and selected Orthographic view here. Then I
select
the 2D draw pallete and start drawing, in Nurbs mode or not, an
interpolated
curve (or even a simple polyline). In this case, the curve goes from
the
top (head rest) along the back rest to the seat flat and then to the
front
and further down .
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| Here's back to Perspective projection and with a view at a
different
angle. The newly created polyline is between the two parts of the
frame,
but we can move it elsewhere (click/drag-and-drop it, use SPACEBAR to
toggle
the axis while moving it). |
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| We can now easily duplicate this curve a few times. The
assembly toolkit
has a duplication tool. You click that tool, then point and click at
the
curve you want to duplicate, and click again to indicate where to place
the copy. Use the SPACEBAR to toggle and confine the motion to pure
horizontal.
Repeat this for a few duplicate curves.
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| Here's 3 curves. They are ready for use in the creation of a
mesh going
through the curves. Since the curves are Nurbs curves in this case, the
surface will be a Nurbs surface.
Note that we don't have to explicitly do it this way, we could
have
taken just one curve (profile curve we drew earlier) and swept it
manually
in a few steps from left to right.
Or you could create one curve like before and another one
that's a guiding
path for extrusion.
Or you could create a hull with multiple profiles,
contours,.... a Gordon
surface, or other types of surfaces.
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| In this instance however we'll use the Ruled surface tool.
Just click
the tool, then click the various curves (even if they are not coplanar
or have different numbers of points). Amapi generates a Nurbs surface
going
through these Nurbs curves. |
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| It is now possible to learn a few things about the newly
create part.
Click the '?' (question mark) icon in the lower right of the control
panel
if that is the currently selected object, or simply double-click the
part
to get its information. (in other cases, such as lights or
cameras,
other types of details will show). |
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| If you ever want to simplify the complexity, especially in
non-Nurbs
cases, e.g. after importing an external file, you may want to click
some
of the options exposed in that property sheet. In this example,we've
killed
the coplanar facets. |
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| Instead of removeing detail, you may want to add detail,
perhaps with
the fileting tool (it's not a bevel for us here, it's just more
vertices
and edges where we want them).
Another thing to do is use the Stretch tool and fiddle with
the location
of the vertices. Note that in this case the topology is left intact, we
just change the geometry, i.e. where the XYZ locations are for these
vertices
which we move. This would mean that if we used Amapi through a plugin
connection
(such as the 3DSMax plugin under NT), the Nurbs surface could go right
back into the Max scene and if we had already applied some textures via
u,v mapping, then the u,v addresses would still be at the right
locations
on the vertices, wherever they'd moved.
Here' I'm starting to stretch the top and adjust the sides of
the futon's
frame work.
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| The end result is that I can easily start creating places
where the
surface is folded, wrinkled and otherwise gives a pleasant natural
(organic)
appearance. |
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| At this point we'll use the thickness tool to make the
surface thicker.
Hit the SPACEBAR if the thickness preview is showing on the wrong side
(bottom), this will toggle to the other side.
Use the +/- keys while in the thickness tool to change the
thickness.
Later we can add more filets, more tesselated details on
individual
facets, and use the Stretch tool again to create more wrinkles.
This is all done intuitively and quickly with just an
approximation
in low polygon mode.
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| Finally, we're ready to give it a more organic
look by
smoothing. Apply any of the 5 smoothing methods. Some may require a
change
in totpology (such as getting rid of curved faces), so remember to
check
the surface data sheet (properties) by double-clicking on it if there's
a problem. In this illustration here, we're using the Bezier smoothing
method. That is the original one which AMapi has had in earlier
versions
(Doo, Catmull and other 4 were added since release 5). |
You'll notice that Amapi shows the smoothed surface in purple
(fine
mesh) if you use the +/- keys to change the level of tesselation. Also,
if you hit Enter at this point, you'll exit the smoothing tool and
validate
that selected level of smoothing. You'll then have many more polygons
to
deal with. It is recommended to click the futon for a preview (in case
you didn't use +/-) and then swipe the mouse back out to return to the
original (at least for Bezier smoothing method). Amapi then remembers
(caches)
the smooth version and just remembers that it needs to apply that
smoothing
again next time you render.
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| If you now use the stretch tool, you can further
work on
various detail areas, create folded wrinkles, etc... and keep doing
this
by working with the original low res frame (cage) which you see here in
light blue (!). Amapi dynamically recalculates and shows you the
resulting
smooth surface while you move a vertex (or many) of the rough control
cage.
Note that this is no longer a Nurbs surface. Even thoguh we
started
with one, I intentionally used the thickness tool, creating a volume
(closed
polygonal surface). But it is of course possible to create a similar
closed
area with a set or Nurbs patches if you model it differently, such as
via
a sweep and capping.
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The interesting thin in the end will be to show this model
over the
web. Saving it as a ZAP file makes it very compact. Amapi 5.01
saves
it as a 100 kb file (because of a glitch in which the ZAP export saved
the resulting mesh instead of the original rough low polygon cage).
This
was fixed in v5.1 (and also worked in 4.15). The resulting file is back
to just 6 kbytes! Perfect for viewing over the web or sharing with your
customers. Doing some further compression (e.g. ZIP format) shows about
3 kb overall. ZIP-ZAP!
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| Another thing you can naturally do with Amapi is
render
a fairly realistic (raytraced rendition of it. Here's a quick example
with
bump and reflection mapping on the floor, 2 spot lights casting
shadows
with smooth edges, reflection on the metallic frame of the designer
chair.
Look at those wrinkles on my leathery futon chair. |