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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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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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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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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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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