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* |
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^ View > Frame Geometry (Alt + H, H) |
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^ Constant Shading (N ~ E) -- shows objects with solid fill |
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a) Not comfortable |
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^ a) Layer Manager (Shift + F4) |
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b) A sign on Object Manager between title's object and 2 vertical indicators shows which an object belongs to a layer |
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`Here we can make |
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^ Two indicators between are next to layer's name |
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a) Two indicators are responsible for imaging |
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`Upper indicator for imaging in Viewport |
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`Lower indicator for imaging in Render |
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`If make them green, they are always shown |
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`If make them red, they are never shown |
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b) Green indicator are useful for daughter object, when the parent object is switched off in red color |
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с) We can make good animation with sudden appearance of an object |
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^ Global ticks |
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a) Can switch off visibility only parametric objects |
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b) It's in Attributes > Basic > Enabled |
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^ Tag Phong -- for making more smoothed objects |
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a) Sometimes, helpful |
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b) Tags > Modeling tags > Phong |
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c) Can adjust this tag in attributes |
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d) If lightning is incorrect, just play with angle of phong |
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`One important parameter -- Phong Angle where the less the rude |
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^ Attributes > Basic |
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a) Name -- here can change name of object |
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`The same in Objects |
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b) Layer -- can choose belonging to a layer |
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`Like in Objects between object's title and indicators |
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c) Visible in Editor -- the same as upper indicator |
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d) Visible in Renderer the same as in lower indicator |
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e) Display color -- (perhaps useful) can put another color of objects |
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`Off (default) |
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`Automatic |
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`On |
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`Layer |
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f) Enabled -- the same as global tick in Object |
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g) X-ray -- (very useful) allows to see through an object |
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`For architecture |
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`For lots of objects which don't allow to see everything |
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^ Attributes > Coord |
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a) Similar to coord which are next to Material Manager (*) |
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b) Here Size in ratio (1, 1, 1,) where we can quickly change one side |
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`In (*) size is shown in present dimension (200 cm) |
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`In (*) size changes with all three sides equally |
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^ If texture sits badly, we can change on Object > Type (default Standart) into another one |
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a) Most distributed is Icosahedron |
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^ From Tube we can make square objects with empty in the centre |
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a) We can also make a nut bolt |
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^ Slice -- (useful) not on all objects |
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a) Hides half of an object where we can mak an interesting animation |
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* |
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^ When you are modeling, go into Layout > Model |
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a) It's more comfortable |
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^ Layout > Model |
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a) Create new points (M ~ A) -- (very useful) |
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b) Hard interpolation -- for making rudeness in points, edges and polygons |
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c) Soft interpolation -- understandable |
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d) If we want to choose direction of one knot, use Shift + LBM in tool Spline Pen |
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e) For uniform grid on object we can change in Spline > Intermediate points |
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`If a shape shows errors, decrease the number of Number |
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`Can play with different types of grid |
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`Helpful type Natural, Number 2 |
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^ In F2, F3, F4 we can also switch Gouraugh Shading (N~A and N~B) |
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a) Standard view is Lines (N~G) |
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^ Making similar to Sphere but with planes on south and north poles |
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a) Convert Sphere, then Select north or south part with Rectangle Selection (0) in Edges |
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b) Scale (T) and equals only vertical axis til 0% via Shift |
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c) Movement (E) till necessary position |
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d) For making Bevels (M~S) |
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^ 2 methods make complex figures (like chess) |
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a) Via Lathe |
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`Can be editable quickly |
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b) Via Polygons |
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`More difficult, but useful |
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^ Loop/Path Cut |
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a) It's useful via Shift |
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`Can easily cut in the middle |
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^ Don't forget about duplicating and Polygonal objects to do quicker |
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a) If we need to overturn polygonal objects |
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`Object > Coord > Size from 1 into -1 on necessary axis |
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^ Connecting Polygonal Objects |
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a) Select them |
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b) Object > Connect objects + Delete |
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c) For sewing empty between edges of 2 parts |
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`Select them (0) in Edge |
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`Stitch and Sew (M~P) |
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,If hold Ctrl, sewing is in the centre |
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^ For removing unnecessary point or edges |
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a) Select them > Melt (U~Z) |
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* Deformers |
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^ Bend |
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a) Perhaps here's a program err in C4d R23 |
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`When i make a bend as a daughter on spot (holding shift), strength works badly |
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- With generators works normally |
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b) Right now, not to do on spot |
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c) For normal deformation we should increase segments in an object |
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d) Mode (default Limited) |
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`Within box -- never use |
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`Unlimited -- very useful |
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e) In Limited Mode, if we want to influence all object, just increase necessary axis of the deformer |
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f) Fit to parent works badly |
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