Saturday, 3 January 2015

Props Modelling

        For my animation, I will need to model 4 props: a chair, a table, a bow and an arrow. I chose to begin with the table. Typically, in the design process I had decided to use quite intricate shapes and styles to help establish the character as Cupid, such as fancy, Parisian inspired furniture and an ornately shaped bow. To model these objects, I would need some more advanced skills than those required for Study Task 1.

        Thankfully, there was a relatively simple solution to modelling the fancy table legs, the curvy chair and the bow; I could use a CV curve. Before starting the modelling, however, I would need to import a reference image, which would allow me to accurately plot the points of a specific shape. The easiest way to do this is to select the view menu (in the front or side view orthographic panel, so you have a flat view of what you are modelling) and go to image plane-Import Image... I chose to begin with the ornate table legs.


        Once the image was imported, all I needed to do was select Create-CV Curve Tool (curve degree should be 3 cubic), and plot out the points of on leg to draw a path. Each point on the path can be moved individually once the path is drawn, in case the initial shape isn't quite right. It is best to draw the curve along any axis the object may need duplicating around later. For example, I will need 3 identical legs duplicated around the Y axis, so I drew the straight section of the leg along the Y axis.


        The next step was to create a NURBS Primitive Circle (ensuring the circle faces the same way as the curve path, so that you are viewing them both face on). Then, snap the circle to the path. I have had trouble with snapping in the past, and this time was no exception; the correct way to do it is to press 'c' (while in translate mode) on the keyboard, and the middle mouse button ON the curve. The circle should then snap to the curve, and it needs to be dragged as near to the end of the curve as possible. Once the position of the circle is correct, it will need to be rotated 90 degrees in the Y axis so that it faces the end of the path.

        The final stage in modelling the leg is to extrude a surface along the path. This can be done by first selecting the NURBS and then the Curve, before going to Extrude in the Surfaces menu (ensuring you are in the Surfaces menu set) and making sure that the options are set to Orientation-path direction and Output Geometry-NURBS. Another option which will be useful for when I model the bow is the Scale slider. By changing this, the surface can be made thicker at one end than the other. 

        Once the surface was in place, I needed to change the scale of the NURBS Circle, as the leg was far too big. If the shape needs altering once a surface has been extruded, the vertices of the path can still be adjusted and the surface will change shape accordingly.

The modelled leg, with the table top components.
        To duplicate the other two legs that I needed to complete the table leg base, the surface (not the NURBS or the curve) needs to be selected before using the Duplicate Special option in the edit menu. I needed 2 duplicates, each rotated 120 degrees in the Y axis, which could be achieved by adjusting the relevant values in the options menu.

        
        Duplicating Specials should give you exact copies of the original shape, retaining its history. Consequently, when the original leg is edited, the same transformations should be applied to the other two.

        Compared to this process, modelling the table top was fairly simple. I started with a cylinder, and scaled it so that it was fairly broad and flat. I then added a subdivision in the height, to allow me to bevel the bottom and scale down the top edge.



        The final component of the table was the triangular frame which attaches the legs to the underside of the table top. It was simple enough to make a solid triangle using a polygon prism and scaling it appropriately. However, I was uncertain of how I could cut a hole in the shape, to make a hollow frame.

        In the 'face' mode (polygon menu set) select both the large faces of the prism. In the Edit Mesh menu, select Extrude Face, and scale X and Y together until the size of the new face is correct. Finally, delete the extruded faces and use the Append to Poly tool (Mesh Tools) to join the gaps between the top and bottom faces.

        With all of the components created, I could then assemble them into the finished table.


        I used a similar process of combining polygons, NURBS Primitives and extruded paths to model the chair, and it will also work to create the intricately curved bow. I will be able to import the final design as an image plane before tracing one limb, duplicating it, and joining the two together with a cylinder.


Chair, in progress

Bow, in progress

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