by Philip Staiger
Here's a short tutorial on modeling a cartoon character's arm and hand.
I saw this demonstrated the first time at MacWorld in January 2000
by Pierre Bretagnolle
and Laurent Billy, but I have
no idea who came up with the idea.
Basically, the concept involves building a very rough outline of the
arm and hand,
then extrude it to give it some thickness. Thereafter, you can apply
one of the new smoothing
methods, such as Doo or Catmull. Et voila!
Ok, here we go...
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Select the Draw tool (writing pen) from the construction toolkit. We'll draw a rough outline of the arm's and hand's profile. |
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(between Arc and Bezier). Note that here, we're not using Nurbs mode - the 'POLY' string is highlighted, indicating polyline/polygonal mode instead of Nurbs mode. |
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the upper right corner where the arm/elbow is, and over to the wrist into the hand and thumb, then the index. |
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Or use the Tesselate tool to insert points here or there if you feel it's got too little detail. Use the 'Delete Faces' tool to remove excessive points. You can also use the Weld tool to weld two or more points into a single point. |
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At first, it lets you extrude in either direction (green and blue axes here). Red for X axis,
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Click the mouse again when you have the desired extrusion depth. When you are doing designs with precise dimension requirements, you can hit the TAB key instead, and enter the numeric values in the window at lower left. |
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Amapi allows you to click either end to cap it. If you hit Enter, all openings are capped. If you swipe away, you're done and any openings remain open. Be sure to close all open areas. Click them both. |
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You can consider this like some sort of a control cage. Even though it's polygonal in nature (not Nurbs), once we apply smoothing to it then the original coarse cage seen here remains available for editing, as we'll see soon. |
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After that, swipe the cursor away to the right to return to the wireframe mode. If you have a very complex scene or shader and rendering takes too long, you may want to render just a subset or selection. Choose the 'Render Selection' option from the Render menu. You will probably want to do this often, so once again, assign a shortcut to that feature with the Shortcuts editor. |
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If you have a camera in the scene, you can attach it to the free floating viewer. As you edit the camera position or target and angle, the free viewer will then immediately show you what the camera sees. |
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The question mark in the lower-right corner (Get Info...) does the same as if you double-click the part. It displays an info panel, which shows what type of object it is (e.g. a Volume, i.e. a closed surface in this case). |
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Sometimes, you might want to convert the data to mesh format, which in complex cases or large models can significantly speed up the interaction as well as make files smaller when you export the 3D data. |
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If you need additional segments you could use the Tesselate tool. Another great tool for this is the Chamfer (Bevel) tool, where you can select the edges to filet. |
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Click the right most icon as well to preview the actual bevels. Hit the TAB key to enter numeric values, such as for the number of steps. (set to 0 in this example, default is 2)
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select the Smooth tool Select the second icon from the left in the Smooth palette which appears. It is the Doo-Sabin method. Use the + / - keys to change tesselation count. Go easy on this one, this very rapidly increases the count to high numbers. |
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The 'eye' at the top enables or disables dynamic preview as you move and drag a picked point. This is great when working on a slower machine. On faster machines, keep the dynamic preview enabled. |
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Suppress smoothing Also, after this and other editing commands, such as adding bevels, it is possible that the model contain adjacent, coplanar facets which can be regrouped and converted to a single complex polygon if desired. |
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Including a bunch of Alt-PrintScreens to capture the above images into my favorite image viewer (Irfanview), and a run to the refrigerator for more icecream, this so far took about 1 hour. |
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Tadaah! . |
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