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3-D Modeling Concepts

      V106.02 part 2
Basic Modeling
   All 3D modeling programs contain certain basic
    geometric shapes that can be combined with or
    subtracted from other shapes to form more
    complex objects.
   Some programs contain more objects than
    others, but a sample list of basic primitives
    includes:
        Sphere
        Cube or box
        Cylinder
        Torus
        Cone
        Plane
Basic Modeling
   Arcs, ellipses, circles,
    curves, and freehand curves
    are basic 2D shapes
    typically provided within
    modeling programs. Shapes
    may be combined to create
    complex objects.
   Polygons are plane figures
    made with three or more
    straight sides (curves).
   Regular polygons have
    equal length sides and equal
    angles.
Basic Modeling
   Splines are curves or
    polygons that are composed
    of segments that can be
    manipulated by control
    points placed along the
    curve.
   Control points may be
    made “active” and then
    dragged using a handle
    attached to the point.
Basic Modeling
   Some programs require
    the user to define
    parameters of the
    primitive prior to importing
    it into the scene; others
    will bring in a “standard”
    sized object and place it in
    a selected position.
   Typical parameters include
    center point, radius,
    height, width, etc.
Basic Modeling
   Parameters affect the
    size, placement, and
    orientation of the object.
   Values provided
    automatically by the
    software are called the
    defaults. A typical default
    would be to bring in an
    object oriented in a
    certain direction with
    respect to a construction
    plane.
Modeling Techniques
   Boolean tools or operations are used to
    create objects by combining, subtracting,
    or determining the common intersections
    of various objects such as primitives.
   Union or Addition (+ or ∪) is used to
    combine objects together into one new
    object.
   Subtract or Difference (−) is used to
    remove part or all of an object where
    objects overlay each other.
   Intersection (* or ∩) is used to calculate
    the overlapping volumes of objects so that
    the overlap becomes the object.
   Named for the British mathematician
    George Boole.
Modeling Techniques
    Extrusion, sweeping, or
     lofting allows you to
     create a 2D shape and
     then extend it along a
     path or curve to form a
     3D object. The 2D
     shape may be open
     (curves that do not
     connect back onto the
     beginning or closed
     (lines connect back onto
     the beginning).
Modeling Techniques
   A variation of sweeping is
    lofting, where a series of
    curves (open or closed) is
    lofted or spaced parallel to
    each other, and then a
    surface is generated that
    connects the contours.
   Lofting may also be done
    using a profile shape and a
    curve along which the
    profile is lofted. An
    example of where lofting is
    used would be for
    modeling boat hulls and
    terrains.
Modeling Techniques
   Revolve or lathe operations allow the
    user to create a 2D shape and then
    revolve it around an axis.
   Lathe operations emulate the lathe
    found in manufacturing shops. A
    lathe is a tool used to rotate and
    shape material by bringing cutting
    tools against the material while it
    spins.
   The revolution may be a full 360
    degrees or any smaller angle.
   Lathe operations are often used to
    model objects such as bowls, bottles,
    and dishes.
Modeling Techniques
   Transformations or
    Transforms are
    actions that scale,
    rotate, and move
    objects
   Scale changes the
    size or proportions of
    an object along one
    or more axes.
Modeling Techniques
   Rotate refers to tilting or
    changing the direction that an
    object is facing.
   Rotation is usually assigned to
    a particular axis. For
    example, the object might be
    rotated along its X-axis.
   Most programs assign a
    default location for rotational
    axes. This location (pivot
    point) may need to be
    relocated to create to the
    desired movement.
   Rotation is usually specified
    using degrees relative to a
    beginning point.
Modeling Techniques
   Move is used to advance an
    object from one position to
    another.
   Linear distance along the
    X-, Y-, or Z-axis is used to
    measure movement.
   Movement may be
    constrained by a snap or
    grid setting. Snap allows
    the object to be moved only
    at set intervals of distance.
   Movement can also be
    restricted to a grid so that
    the object jumps from grid
    line to grid line.
Modeling Techniques
   Deformations are used to
    modify an existing shape.
   Selected vertices, control
    points, polygon faces, or cross
    sections of an object may be
    used to control and influence
    the deformation process.
   Deformation tools emulate the
    process of working a piece of
    clay.
   Examples include taper, bend,
    twist, smooth, and stretch.
Modeling Techniques
   Copy or Clone tools
    allow selected
    objects to be
    reproduced in their
    exact size and form.
   Mirror tools allow
    selected shapes to be
    copied or flipped
    about a defined
    center.
END PART 2

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3 d modeling part 2

  • 1. 3-D Modeling Concepts V106.02 part 2
  • 2. Basic Modeling  All 3D modeling programs contain certain basic geometric shapes that can be combined with or subtracted from other shapes to form more complex objects.  Some programs contain more objects than others, but a sample list of basic primitives includes:  Sphere  Cube or box  Cylinder  Torus  Cone  Plane
  • 3. Basic Modeling  Arcs, ellipses, circles, curves, and freehand curves are basic 2D shapes typically provided within modeling programs. Shapes may be combined to create complex objects.  Polygons are plane figures made with three or more straight sides (curves).  Regular polygons have equal length sides and equal angles.
  • 4. Basic Modeling  Splines are curves or polygons that are composed of segments that can be manipulated by control points placed along the curve.  Control points may be made “active” and then dragged using a handle attached to the point.
  • 5. Basic Modeling  Some programs require the user to define parameters of the primitive prior to importing it into the scene; others will bring in a “standard” sized object and place it in a selected position.  Typical parameters include center point, radius, height, width, etc.
  • 6. Basic Modeling  Parameters affect the size, placement, and orientation of the object.  Values provided automatically by the software are called the defaults. A typical default would be to bring in an object oriented in a certain direction with respect to a construction plane.
  • 7. Modeling Techniques  Boolean tools or operations are used to create objects by combining, subtracting, or determining the common intersections of various objects such as primitives.  Union or Addition (+ or ∪) is used to combine objects together into one new object.  Subtract or Difference (−) is used to remove part or all of an object where objects overlay each other.  Intersection (* or ∩) is used to calculate the overlapping volumes of objects so that the overlap becomes the object.  Named for the British mathematician George Boole.
  • 8. Modeling Techniques  Extrusion, sweeping, or lofting allows you to create a 2D shape and then extend it along a path or curve to form a 3D object. The 2D shape may be open (curves that do not connect back onto the beginning or closed (lines connect back onto the beginning).
  • 9. Modeling Techniques  A variation of sweeping is lofting, where a series of curves (open or closed) is lofted or spaced parallel to each other, and then a surface is generated that connects the contours.  Lofting may also be done using a profile shape and a curve along which the profile is lofted. An example of where lofting is used would be for modeling boat hulls and terrains.
  • 10. Modeling Techniques  Revolve or lathe operations allow the user to create a 2D shape and then revolve it around an axis.  Lathe operations emulate the lathe found in manufacturing shops. A lathe is a tool used to rotate and shape material by bringing cutting tools against the material while it spins.  The revolution may be a full 360 degrees or any smaller angle.  Lathe operations are often used to model objects such as bowls, bottles, and dishes.
  • 11. Modeling Techniques  Transformations or Transforms are actions that scale, rotate, and move objects  Scale changes the size or proportions of an object along one or more axes.
  • 12. Modeling Techniques  Rotate refers to tilting or changing the direction that an object is facing.  Rotation is usually assigned to a particular axis. For example, the object might be rotated along its X-axis.  Most programs assign a default location for rotational axes. This location (pivot point) may need to be relocated to create to the desired movement.  Rotation is usually specified using degrees relative to a beginning point.
  • 13. Modeling Techniques  Move is used to advance an object from one position to another.  Linear distance along the X-, Y-, or Z-axis is used to measure movement.  Movement may be constrained by a snap or grid setting. Snap allows the object to be moved only at set intervals of distance.  Movement can also be restricted to a grid so that the object jumps from grid line to grid line.
  • 14. Modeling Techniques  Deformations are used to modify an existing shape.  Selected vertices, control points, polygon faces, or cross sections of an object may be used to control and influence the deformation process.  Deformation tools emulate the process of working a piece of clay.  Examples include taper, bend, twist, smooth, and stretch.
  • 15. Modeling Techniques  Copy or Clone tools allow selected objects to be reproduced in their exact size and form.  Mirror tools allow selected shapes to be copied or flipped about a defined center.