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* Making Simple Trees |
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^ Making Simple Trees (Sample 1) |
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a) Cubes for trunk and branches |
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b) Sphere without tag 'Phong' for crown |
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- We can add several spheres on branches |
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c) We can use generator 'Polygon reduction' for additional decreasing polygons (very useful) |
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^ Making Simple Trees (Sample 2) |
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a) Create Cylinder with 6-8 segments (Trunk) |
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b) Add big Sphere (Crown) with deformer 'Taper' for curving in the top |
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c) Perhaps delete 'Phong' and add 'Polygon Reduction' |
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^ Making Simple Trees ( Sample 3 for fur-tree) |
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a) Cylinder with 6-8 segments |
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b) Several Cones with 6-8 segments |
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^ Generator 'Polygon reduction' |
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a) Reduction Strength -- main parameter |
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b) 'Polygon reduction' understand several daughter objects at once |
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^ With Cylinder we can make hex key |
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a) Just decrease a number of segments |
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^ Deformers can work together |
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a) Example |
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- Taper, Bend, Twist into one Group |
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^ Cone is more versatile than Pyramid |
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a) Can regulate top radius |
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b) Can regulate a number of segments |
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^ Some pieces of Advice |
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a) All objects should stand on the floor |
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- Help if we 'Enable Axis' (L) attach to bottom objects |
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b) If we want to attatch 'Enable Axis (L)' to bottom object with precision |
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- Switch on 'Enable Snap' (Shift + S) where must be switched 'Edge Snap' |
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c) Sometimes, it's better to make 2 or more cloners instead of one |
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- Example, made vertical pillars with Radial cloner and connected horizontal pillars which was difficult to adjust properly |
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d) Try to work with ready objects instead of creating again |
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e) For rounded connected several the same objects use primitives |
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- n-Side into Sweep with probable Circle |
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- n-Side is powerful |
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f) For properly rotation animation, first, click 'Freese R' |
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^ Materials |
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a) Reflectance answers for glare |
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b) Holding Ctrl of material and put it on object gives a choice (useful) |
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* |
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^ Simple Superman's Flight |
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a) 'Figure' we can find it where 'Cube', 'Sphere' and so on. |
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b) Make the first key frame (F9) and make Auto keying (Ctrl + F9) |
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c) Choose distance |
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d) For properly rotation we must click 'Freeze R', then we can easily make rotation around one axis |
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^ Hotkeys |
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a) Display > Lines (N ~ G) -- default in F2, F3, F4 |
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b) Display > Wireframe (N ~ H) -- often use, standart |
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c) Display > Skeleton (N ~ L) -- shows skeleton, accidentally activated |
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^ If we can see that, for example, with 8 segments Cone rounded off, but we don't want it |
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a) Remove Tag 'Phong' or change settings of it |
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^ If we want a cloner has the same coords like a daughters object, two methods |
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a) The easiest, just hold Alt when creating a clone, for making parenting on spot |
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- Cloner will take the same place |
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b) Cloner > Object > Reset coordinates (default tick) |
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- If untick, cloner will take the same coordinates like in a daughter objects |
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^ If we want to make Step Gradient on one material |
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a) Colour > Texture > Gradient > click twice on image of gradient |
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- Right to Gradient is arrow where more functions |
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`The key important parameter is that the Interpolation where we can change from (default Smooth) to others for every pointer |
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`Don't forget about Type (default 2D - U) |
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^ Loop/Path Cut |
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a) Don't forget about 'Symmetrical Cut' (default untick) |
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^ We can make Rounded Hence with 'Tube' |
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^ F-Curves (~ + F) |
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a) F-Curve > Show all tracks (default tick) |
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b) If we want to change trajectory at equal distance, just change move frames (clicking on one of them where they have to be selected) on necessary axis |
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^ For making interaction of an object |
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a) Tags > Simulation Tag > Collider Body |
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- Collision > Static Mesh (must be) |
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`Sometimes 'Automatic' instead of Static Mesh |
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b) Tags > Simulation Tag > Rigid Body |
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- For that object, which will be affected |
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- Dynamics > On collision (default Immediately) |
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^ Target Camera |
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a) Automatically creates Null which has to be inserted into necessary animated objects |
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- So-so |
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^ Camera |
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a) Just make it as a daughter of necessary object |
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* |
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^ Try to make rounding off before conversion |
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^ Deformer 'FFD' can work only with points |
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a) Try not to use Position, except vertical axis |
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- If we pull points only with Scale and Position of vertical axis, it's good rounding |
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* |
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^ Making Rectangle shape with chamfers |
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a) Spline Pen > Rectangle > Conversion |
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b) Select vertex points (just ctrl + A) > RBM > Chamfer |
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- in Attributes tick 'Flat', otherwise it will be rounding |
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- Choose necessary radius |
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^ Spline Mask -- very helpful for combining two or more splines |
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a) If it works wrong, we need to choose the right Axis (default XY along Z) |
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b) Several modes (default Union) |
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- A subtract B |
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- B subtract A |
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- And |
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- Or |
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- Intersection |
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^ Making Archs |
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a) First method |
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- Spline mask in which Rectangle and Circle |
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- Spline mask into Extrude |
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b) Second method (so - so) |
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- Cube with 'Fillet' up to maximum |
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- The more 'Fillet Subdivision' the better |
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