Having a Ball ... with Beta - Malls      

...using Amapi v5 - by Philip Staiger

 
Amapi 5 supports 4 new algorithms for different types of smoothing. Some of these can easily be used to create nice, organic looking transitions like ligaments between bone structures. 

In this mini tutorial, we'll create 2 cubes and use the new smoothing tools to fuse them together. We have nicknamed this the metab... err, betamalls!

Using the basic wireframe mode in the workspace settings, select the Cube tool from the construction toolkit.





 

Click once to position the bottom of the cube, move the mouse to size it, and click again. 

Use the arrow keys to move around the scene while doing this.

If you wish to preview a shaded rendering, just hit the Return (Enter) key. Then use the arrow keys again to return to the wireframe for the next steps.

In the assembly toolkit, select the duplication tool. Then click the cube and move the duplicate copy somewhere off, making sure you keep a part overlapping the original. We want to make sure there will be an overlap between the two, for a boolean operation a bit later.
Move the duplicate like shown here, then click to release the position there.

 

Use the arrow keys to rotate to a side or front biew, or even top view. 

Use the 'Move' tool from the assembly toolkit (hand symbol), grab the current cube, and move it slightly off, until it is at the right position.

Keep using those arrow (cursor) keys to become fully familiar with the navigational controls while modeling and assembling the pieces.
Alright, here we go, we have an overlap between the two cubes. We're ready for the boolean operation, using the Punch tool.
Select the Punch tool (from the modeling toolkit), then click the other cube (the one which is not the currently selected object). You will see something similar to this:
Use the +/- keys to scan through the various results which the boolean 'Punch' tool offers. Select the result which appears to contain both parts of the cubes, without the part which was common to both.
Time for smoothing! click the smoothing tool from the modeling toolkit.
Amapi version 5 offers several new smoothing modes, which are displayed at the top when you enter the Smooth tool. The original method which always existed in earlier versions of Amapi is the one on the left  side. This is the default method in use now. However, that method easily overshoots beyond the boundaries of the geometry.

Therefore, select method number 2 (second from left), the Doo/Sabin method. 

The Doo/Sabin method creates a smoothed surface which is well contained within the original cage (cubes). The transition between the cubes is smooth, as if generated with a beveling tool.
Another smoothing method is equally useful here, the Catmul method (middle of the 5 icons). It has a stronger attenuation effect on the surfaces.
If you use the +/- keys, you can increase the tesselation.
Here's back to the Doo/Sabin method.
Check the shaded rendering - simply hit the RETURN key.
Now it's time for some dynamic re-editing.

Use the 'Stretch' tool from the modeling toolkit.

 

Amapi 5 will now display the surrounding, original construction curves or cage (cubes). If we had created the original structure on the basis of a construction curve (e.g. by extrusion or sweep), we'd see one more option to the left, allowing us to edit the construction curves rather the cage. 

In this case, the highest order frame work is the cubes, or rather what was produced by the boolean operation between them.

Use the 'pincher' to grab and stretch a vertex on the original cage. It behaves like a Nurbs cage, even though we're not even in Nurbs mode here. We're seeing how Amapi can dynamically recalculate the smoothed surface.

If you are using a slow system, you may want to disable the live update. Click the small eye icon at the top of the floating palette on the left side. This is a toggle which lets you enable/disable the immediate recalculation of the smoothed surface. If you disable it (close the eye), then the resulting smoothed surface will appear when you click again to release the vertex from the stretch tool.

Finally, hit Return to do another rendering. Voila!

Beta-malls. The possibilities are endless.

In the above example, we only overlapped and intersected 2 cubes. Instead, if you use 5 cubes and lay them out in two pairs and one in-between the pairs, you can create a bone in no time at all. Simply use the scale tool to stretch the middle cube so that it reaches from one pair to the other.

Here's what you can easily create with this: