Beginner's Guide to 3ds Max -- 02: Creating and Editing Splines by Isaac Oster

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  • Опубліковано 21 жов 2024

КОМЕНТАРІ • 10

  • @jdsartsofficial8975
    @jdsartsofficial8975 4 роки тому +1

    Very helpful tutorial. I was stuck but you made it a lot easier 🥰

  • @eleonoregil3424
    @eleonoregil3424 3 роки тому

    Thank you Isaac !

  • @Seifenschaum
    @Seifenschaum 9 років тому +3

    Transcript with timestamps!
    --------------------------------------
    And again: thanks for the great video, Isaac! As with the one before: here is my transcript. I hope it will be helpful for others :)
    So here you go!
    (Please "thumbs up" for this comment to stay at the top!)
    Cheers and thanks again,
    G.T.
    DISCLAIMER: This transcript was done by me, but the video/tutorial not. That means the "important" points I put in it were done in a very subjective way. Thus: some things may be missing, because they were not important to me --> No claim to completeness!
    --------------------------------------
    • Most of the work will be done in the Command panel (with the Create and Modify tabs)
    • Selecting the Shapes menu and setting it on Splines, and creating a line (00:30)
    • Creating a Bezier Curve by clicking and holding (00:45)
    • Modifying the created spline (01:05)
    ○ Vertex mode (01:26)
    § Converting a "single-click" vertex into a Bezier vertex (02:10)
    § Adding additional segments to the spline (03:25)
    □ Select "Create Line"-mode (right-click somewhere not on the spline and it turns off!)
    □ Select "Snap mode" (Hotkey "S") set on "vertex" (right mouse-click and select)
    □ Breaking Corners (04:52)
    □ Automatic Welding (05:10)
    ® Weld all close points: select multiple points you want to weld, make sure the distance is enough (check the distance input to the right from the weld button) and click on "Weld" (05:32)
    ○ Segment mode (02:55)
    § Adding a vertex to the Segment by using the "Refine"-button when in segment mode (04:15)
    ○ Chamfer and Fillet (06:00)
    • Boolean Operation (06:26)
    ○ After creating two circles, these need to get converted to editable splines (06:48)
    ○ Attaching the two circle-splines (for the boolean operation they need to be one object and have an intersection!) (06:55)
    ○ Boolean operators (The order you select the splines will dictate how the operation will behave) (07:19)
    § How it is done: select first spline, check for the correct operator, click on "boolean" and then on the second spline
    □ Union
    □ Subtraction
    □ Intersection
    • Mirror (08:27)
    ○ About Pivot setting: if turned off, then it's going to use the geometric center, if turned on, then it's going to use the line's pivot to do the mirroring (08:50)
    ○ For moving the pivot, you need to go to the Hierarchy tab and use "Affect Pivot Only". But make sure to have the view "World" selected, because you want to move the pivot/mirror axis on the grid! After doing that, turn off "Affect Pivot Only", go back to the Modify tab, select "Spline" and do the mirroring as before. But now the mirror pivot is going to be the spot you defined! (09:28)
    • Rendering Splines (10:50)
    ○ Enable in Viewport and Enable in Render
    ○ Radial and Rectangular (11:20)
    ○ Autosmooth (12:25)
    • Other primitive spline shapes (13:04)
    ○ Circle (13:10)
    ○ Arc (14:00)
    ○ NGon (14:35)
    ○ Text (14:58)
    ○ Rectangle (15:31)
    ○ Ellipse (15:47)
    ○ Donut (16:02)
    ○ Star (16:29)
    ○ Helix (16:51)
    ○ Section (17:23)
    Basically "Section" creates a section cut from an existing geometry. The yellow outline indicates where the cut is located. After converting the section spline into an editable spline (and deleting the original object), you are left with a section-cut-spline.
    • Hotkey for hiding the grid: "G"
    • Making geometry by using what we've learned. Using a primitive (!) circle for that (18:20)
    ○ Modifier List (18:35)
    § Extrude (18:58)
    □ After applying the extrude modifier to the circle, because of it still being a primitve, we can go "back" to the circle parameters and change them (the extrude modifier still apllies and "updates" itself) (19:58)
    □ By keeping these modifiers, you have your construction history and can change everything (20:24)
    □ Deleting a modifier (20:47)
    § Shell (20:58)
    § Lathe (21:16)
    □ He uses the "Left camera" to "lock" the line he is going to create in 2D. (21:30)
    □ After converting it to an editable spline, he changes the "outline" for the selected spline
    □ Then he selects the Lathe modifier
    □ By changing the pivoting point, the outcome of the Lathe modifier changes as well (from a cup to a bowl in his example). So we need to do what we did before: change the pivot point from the spline! After doing that: delete the Lathe modifier and use one again (so that it can recalculate with the new pivot point) (22:40)
    □ For softening the upper edges, he can change parameters in his construction history (making the upper edge round) (23:25)
    □ Changing the source line for creating a new shape (24:15)
    □ Lathe modifier parameters (24:38)
    ® Lathe options (not parameters!) (25:30)
    ® Weld Core (26:34)

  • @Nick-uv9fi
    @Nick-uv9fi 2 роки тому

    Very helpful tutorial.👍🏼👍🏼

  • @warls3143
    @warls3143 3 роки тому

    Hi, good job. Possible convert mesh to spline line ?

  • @christiansorensen5075
    @christiansorensen5075 6 років тому

    great tutorial, thank you!

  • @Neolitico9
    @Neolitico9 11 років тому

    Great! Thank you!

  • @ireanlow3611
    @ireanlow3611 7 років тому

    thanks! I understand well 😁

  • @consume86
    @consume86 5 років тому

    you r the boss ! thx