Using
a Nurbs Curve´s Min/Max Sliders to
update a Mesh !

CONTENTS
Part 1: Creation of the Basic Template Tube
Part 2: Reconnect to your own 'Path Curve'
Part 3: Using an own 'Profile Curve'
Part 4: Mapping a 'Tube Tool' ´s Construction
Spheres to an own Min/Max working Path Curve,
via a copy of "Lattice" Curve
Part 5: A Copy of "Template"´s
mesh + a Copy of it´s "Lattice"
Curve + a 'Curve Manager' = Cool Curve Handling
Part 6: Rotational Mesh using Min/Max
Part 7: Applying workflow to X-Section made
meshes
Part 8: Turn a bunch of X-Sectioned in a
straight line"Glass Profiles"
into a "Glass Mesh" in a fun way
End Part: Some Afterthoughts
Credits and Final Words
EXAMPLE ANIMATIONS (Div-X
5.03)
Click thumbnails to download)
Download
MinMax Tutorial Part Projects zip file(96
kb)
(Its just some basic samples prjs of all
Parts, Use/Animate the Min/Max Slider)
Part 1: Creation
of the Basic Template Tube
-
Take a 'Front View',
('Front View' and reset 'View Window',
for a good startpoint, can be done in
one simple way, Click in 'View Window'
and Press 'Home Key')
-
In the 'Property Window' Click on the
'Grids Tab', Drag n Drop Any of the
grids into the 'View Window' (I used
0.1 m)
Click Right Mouse Button (RMB), in the
'View Window', and go down to 'Input
Plane' in the PopUp Menu and see to
it that both 'Grid Snap'
and 'Grid Draw' has a mark before them,
If not, just Click Left Mouse Button
(LMB) on them ! ( Use Same Grid from
start to finish )
-
Create a Nurbs Circle in Middle of
View

-
Switch to 'Top View'
-
Now create to a tube, make sure the
'Nurbs Circle' is selected.
Create a Nurbs Curve using 10 evenly
spaced points using the Grid and set
PEN --> Sweep. (Point 1, in middle
of Nurbs Circle)


-
When finished, accept the tool. The
Select window now shows the new created
mesh, with a + sign in front of it.
-
Click on the + sign in the 'Select
Window'. The 'Select Window' now shows
the hierarchy of your mesh. It
containins two 'Construction Curves':
the original circle and the path curve
to create the tube. Select the
second (lower)
one of the two 'Construction
Curves' inside your mesh:
(this
is the path curve).
-
Press 'Ctrl + c Keys' to
make a copy of that selected curve and
after that use 'Ctrl + v Keys'
to paste the copy back into the hierarchy.
This to get a copy of the Path Curve,
to use as an Lattice later
on. Notice that the curve is pasted
back in the hierarchy at the same level
as the mesh.

-
Select Mesh + the newly copied
curve, and press
'd Key' to
drop them
to a new 'Level'.
-
DoubleClick Slowly the new 'Level'
and rename it as "Template",
Click its +,
Also rename
the newly copied
curve to "Lattice".
Rename can also be done using the PopUp
Menu which you get by Clicking your
Right Mouse Button (RMB).
-
Select Both 'Construction Curves' inside
the Mesh + "Lattice" Curve
( in this order! )

-
Use 'Map Tool' which
is located in the 'Lattice
Mapping Tab' of the
Toolbar. Set the Mapping
Mode --> Pointwise.
Weight can remain
at value 1,00. Click Accept.

( This lets you now to control
the Tube Mesh in a number of ways,
like using the "Lattice"
curve's Min/Max sliders in its
Property window -> 'Spec Tab'.
)
-
In the Select window
DoubleClick on
"Lattice" to open
its 'Property Window', Click
'Spec Tab' and drag
the Min/Max Sliders
and see the how Tube
Mesh smoothly
follows !
 
(After testing Min/Max reset it to Min
= 0, Max = 1. Now
we have a working template
Min/Max Level that
we can use to create
many types of Tubes )
Part 2: Reconnect to your
own 'Path Curve'
-
Now duplicate the
"Template" Level
(press Ctrl + d Keys) and rename
the new copy as "Tube"
-
Now select
the "Template" Level and
hide it temporarily by setting
the RT and WF
(Click the relevant icons in the control
bar). Another way
to do this is to open the Property window
(via double click on the name in the
Select window) and go to the 'Gen
Tab'. There check the 'Invisible in
real time rendering' and the 'Invisible
in photo realistic rendering' boxes.
-
Select "Tube" Level, and
Press 'Tab Key' to
make the "Tube"
the 'Current Level'.
You can check this because an
orange arrow
shows up to the left of "Tube"
Level in the Select
window. So the
next curve
we will create will end up into "Tube"
Level!
-
Create a new Nurbs
Curve, in any shape
that you want to, and rename
it as "New Path"
(You can create whatever curve you like,
and where
ever you want in RS3D universe =
) )
(For the best
results keep points evenly spread.)
(Also make sure that the 2nd 'Construction
Curve', in this case "nurbs40",
has at least as many points as
your new curve, in this case
"New Path", before
you map it)
(You can check out the Point Count,
in the 'Property Window'´s 'Spec
Tab')
 
-
Now select
both 'Construction
Curves' inside the Mesh + "New
Path" ( Press SHIFT to MultiSelect
). It
is important that "New Path"
is selected
last !
In the 'Lattice
Mapping' tab
select the 'Reconnect
Tool' and click Accept.
This maps the selected construction
curves to the New Path curve.Now you
can use "New Path"´s
Min/Max or edit it in any way.
Note: that at this stage, you can if
you like,
put many different
"Path" curves
into a "Paths" Level inside
"Tube" Level
to have fast and
easy access to many predefined
Path Curves, and use this Reconnect
as described above.
Have a look at the
following images: down to right,
it has been Reconnected to "20
Points Path".
This curve has at
least as many knot
points as "nurbs40"´s.
In this case 20 ( check
this in the
Property Windows at
the 'Spec Tab' ). You can experiment
with different point count for special
purposes and styles and/or change both
Construction Curvesīs with Elev n Reduce
tools, to get smoother or poly lookin
mesh, as (Below and Right).
If you use 'IK Tool' that shows up in
'Control Bar', When you have a Nurbs
Curve selected in 'Edit Mode', you can
move and deform curve, and it keeps
same distance between its points !
(Start that, by doing a evenly spread
'Nurbs Curve' with help of the Grids,
make as many points as needed, then
just Select one end point, and Apply
'IK Tool', and move away.. =) )
    
Part 3: Using an own
'Profile Curve'
-
Now if not already, select
Root Level, and set it to 'Current Level'
by pressing
the 'Tab Key'
-
Select "Tube" Level and set
it to 'RT and WF invisible', and click
on its "-"sign
in the Select window to
close that level
-
Select "Template" Level,
and duplicate it
(Ctrl + d Keys), rename the copy
to "New Profile"
-
Reset "New Profile"´s
RT and WF so we can see it
and (if not yet open) open its
structure up by click
its "+"
sign in the 'Select Window'
-
Take a 'Front
View' and Select and Drag n Drop "New
Profile"
Level into the 'View Window'.
This makes the view window zoom into
the object
you just dropped onto it. Now
you see the Circle Profile
  
-
Click the NURBS
tab
in the Toolbar, start the "Curve
Tool'. Set
it´s 'Closed' option,
and make the pointy
looking Profile
like the one showed (Up and Right)
The closed curve
in the above image contains
18 points. To make it look pointy, put
the points 1,3,5,7,9,11,13,15,17
at the location of
the red dot in the image above. Place
the other points at the blue dots.
When you placed
last point 18, Accept the 'Curve
Tool'. Rename
this closed curve
to "Pointy Profile"
-
Now move the "Pointy Profile"
curve into the hierarchy of the Mesh
level as it is going to replace the
current 'Profile Curve' (In my case
"nurbs38"). To do this, just
'Drag and Drop' the Selected "Pointy
Profile" and release Left
Mouse Button
(LMB) when
hovering and showing an UpArrow over
"nurbs38" Curve.
After that you
can delete "nurbs38"
and the newly inserted curve takes its
place!. Now
the Mesh uses the new Profile, but is
not yet ready for Min/Max Editing.
Note: that you can also make a "Profile"
Level to keep ready made Profile curves,
and simply Hold Down 'Ctrl Key', 'Drag
and Drop' one of them, as explained
above
(This makes a copy, and keeping your
"Profile" Level untouched
!)
 
-
Select "Pointy Profile" +
"Lattice", and from the 'Lattice
Mapping Tab' select the 'Map Tool'.
Set the 'Mapping Mode' --> Pointwise
as shown in image above in the middle.
Now this New Profile works with any
other Min/Max controlled Path Curve.
Use previous explained method. Select
both 'Construction Curves' + 'Wanted
Path' then use 'Reconnect Tool'
!
Image (Up and to the Right): I made
a copy of wanted New Path, and made
that renderable. To make a curve visible
in rendering, open the properties window
-> Gen tab. Then uncheck the 'Invisible
in photo realistic rendering' box.
To set the illumination color of the
curve, go to the Col tab and change
the surface properties attribute from
'Color' to 'Illumination'. Next set
its Illumination color to Green.
Part 4: Mapping a 'Tube
Tool' ´s Construction Spheres to an
own Min/Max working Path Curve, via a copy
of "Lattice" Curve
-
Make a copy of the "Lattice"
Curve from the original "Template"
Level !, and place it in the "root"
Level, in the End of the list.
(It will come there automatically, if
"root" is 'Current' Level
and you use 'Ctrl + c' and then 'Ctrl
+ v' for the copy and paste)
-
In 'Top View' Drag n Drop the copied
"Lattice" curve into the 'View
Window' so we see it...
Create an Analytic Sphere, with its center
at "Lattice"´s first point.
With the Sphere selected, turn macro recording
ON, ('Ctrl + m' or in Menu )
Then duplicate sphere, 'Ctrl + d'. Next
move (use 'm Key') this copied Sphere
1 grid to Lattice´s 2nd point, Now
turn Macro recording OFF, by pressing
'Ctrl + m' again. Execute it 8 times ,
'Ctrl + g', if you want, use it from Menu
instead... or from 'Named Macro Tab' type
in 8 and press 'Apply'
  
- Create a new 'Level', right mouse button
(RMB) in the 'Select Window' and choose
'New/Level'. Rename this new level to
"Tube Tool" )
- Create a new 'Tube Tool' Level, RMB
as above, Choose 'New/Tube' !
- Drag n Drop newly created 'Tube Tool'
Level into "Tube Tool" Level
!
- Now Select ALL 10 Spheres, and Drag
n Drop them into "tube1" ( it
should now look something like Below...
)

- Select the 10 Spheres again + "Lattice"
( in this order ), Then use 'Map Tool'
again, only this time use 'Mapping
Mode' --> Object
Now you can Reconnect these spheres to
any wanted new Curve, and use its Min/Max
settings and animate it in whatever way.
The Tube will follow smoothly and look
cool, you can expand on this with alot,
animating whatever these spheres are Reconnected
to.
Part 5: A Copy of "Template"´s
mesh + a Copy of it´s "Lattice"
Curve + a 'Curve Manager' = Cool Curve Handling
-
(You can use a copy of the templates
mesh, and turn that into curves and
map those curves to copy of its "Lattice"
curve)
(If you like you can then mix an animation
of rendered curves appear, and go into
a Mesh.... )
-
Make a copy of the "Template"
Level, reset its RT and WF, so you can
see it, and Set RT/WF, to hide some
others not needed objects.
-
Select "Template" Level and
make it 'Current' ( 'Tab key' ), Open
it up in the 'Select Window' , select
the "mesh23" and use the 'Curve
Tool' from the 'NURBS Tool Tab'.

-
Now as you see below, a 'Curve Manager'
and its curves are created, with "mesh23"
as base
The Mesh is controlled by its 'Construction
Curves', and those are mapped to "Lattice"
So now everything can be controlled
by the "Lattice" curve !!!
Note: You can now use like previously
mentioned, the Reconnect tool to reconnect
'Construction Curves' "nurbs38"
"nurbs40" to any desired curve
!
The 'Curve Manager'´s curves will
follow nicely.. You can even Edit the
'Curve Manager' to set it to any number
of curves and points/curve !
Just now animate it with "Lattice"´s
Min/Max slider ( or another Curve that
you have Reconnected to.. of your own
choice.. ! )

Note: Sometimes using the 'Curve Manager'
this way, it might need a refresh of
the animation system, (it updates when
playing the anim or moving Frameslider)
The Created Curves are set to render
as default !
When edited or animated, the 'Curve
Manager' "Makes" new curves
!, so you should Not set their colors
in their own 'Color Tab'
Instead, drop a material inside the
"Template" level, or set the
'Color/Illumination' in "Template"´s
'Color Tab' !
-
A little example: Curves Mapped
to an own Path, and a Mesh to another,
and the first Path´s Min Slider
is animated 0 to 1
and the other one´s Max Slider
0 to 1 so they follow...One goes away
and the other seems to be created..
 
Note: One thing I didnt have strenght
to fix after I already done the animation
is that you can see the Tube is altered
( its shape is changed )
But if you follow my guidelines in previous
parts of this Tutorial and just adjust
point count, even spread your point
and/or use Elevate Tool it should be
alot better !
Remember though .. this is only a workaround..
so in some parts its not perfect.. and
some projects.. its not maybe usable
But its cool for many stuff anyway..
and who needs to have EXACT results
everytime.. if not a must in a WORK
that is sold..
Part 6: Rotational Mesh
using Min/Max
- Take a 'Front View'
- Create a 2 point 'Nurbs Curve', rename
it as "Axis", and have "Axis"
Curve selected, When Creating a 5 point
'Profile Curve' (PEN set to 'Rotate')
Place the first of the 5 points at "Axis"
Lowest Point, after Accepting the Tool,
Rename it to "Profile" (Below
and Left)
A flat mesh renamed to "Rotational
Mesh" is created ( Seen Below and
Right )

- Make a copy of "Profile",
Rename it as "Lattice" and Map
as in previous parts of tutorial, "Profile"
to "Lattice" as seen selected
(Up and Right)
- Create an own Glass/Vase/Cup 'Profile
Curve' and Reconnect the "Profile"
to "Glass Profile"
(As usual, Dont forget to adjust the Point
Count on the 'Construction Curve' "Profile",
that is inside the Mesh, before Reconnect.)


Part 7: Applying workflow
to X-Section made meshes
- You can Map the 'Construction Curves'
of a X-Section made tube, to a simple
'Lattice' curve ( 2 points )
Then just use the 'Reconnect Tool' as
on the other examples....to Reconnect
to other 'Path Curves' !
For easy to edit the 'Construction Curves',
Reconnect them back to the simple straight
'Lattice' Curve, Edit them, and Reconnect
to Previous Curve...
Note: Here its important to make sure
you have enough 'Construction Curves'
to match the 'Path Curve' you 'Reconnect'
to !
( Longer and more "Snaky wriggling"
'Path Curve' = More 'Construction Curves'
Needed ! )
For an intresting Rope like mesh, Create
an 8 shaped 'Construction Curve', then
record a Macro, that Duplicates, Move
1 grid and Rotates(36 degrees)
Then run this macro 9 times, to get lap..
Part 8: Turn a bunch of X-Sectioned in a
straight line"Glass Profiles"
into a "Glass Mesh" in a fun way
-
In 'Front View' create a 'Glass Profile'
(Below and Left), In 'Top View' make
7 copies (8 in total) using Macro or
other way (Below Middle)
Note: (I just made grid invisible for
better showing the Copied curves for
middle image)
If not reset, you can reuse the Macro
created in 'Tube Tool' Part....! ( Try
'Ctrl + g')
Select all of the 8 curves, and use
the 'X-Sect Tool' in the 'Control Bar'
Set the 'Order --> Cubic', (Below
and Right show the Mesh)
Rename the Mesh as "Glass Mesh"
-
In 'Top View', Create a 2 point Nurbs
Curve and rename it as "Lattice",
and Map the 8 'Construction Curves'
of the "Glass Mesh" to "Lattice"
-
Still in 'Top View', Create a Nurbs
Cirle , with (radius=1 Grid), Rename
it as "Glass Path", 'Reconnect'
the 8 'Construction Curves' of "Glass
Mesh" to "Glass Path"
(Below and Left)
Note: (I have put the small "Glass
Path" in 'Edit Mode', just to make
it more visible !)
You will most certainly get the Mesh
now look like something weird as (Below
and Right) =) ( Dont worry we will make
it right again.. I hope.. =)

-
Select all 8 'Construction Curves'
and open the 'Property Window', Click
'Gen Tab', go down to 'Lattice Space'
part of that Tab
and put 90 into the 'Rotation'´s
Second 'Input Field' (Below and Left),
Now you can see an almost good "Glass
Mesh" (Below and Right)
It needs alitte bit of fixing more =)
Note: 'Rotation'´s 1 and 3rd 'Input
Field' changes by RS3D itself, but dont
worry about that !
If Glass is upside down, just Select
"Glass Path" and Rotate it
(Use 'SHIFT Key' and Rotation Handles
to fix it)
-
Note: See to that you have the 'Numeric
Window' Open in RS, IF opened, it should
be visible in lower edge of RS3D
IF NOT --> Go to 3rd Menu called
'View' and Click (LMB) on 'NumericWindow'
Take a 'Top View', Select "Glass
Path" (Below and Left), (Be in
'Object Mode' and NOT 'Edit Mode' as
I am Below just for more visibility
reasons)
Start 'Scale Tool' ('s Key') and Click
1. in Middle of "Glass Path"
and Click Second time at 2.(Second Below)
After Click at 2. Press 'n Key', Enter
something similar small values as I
have (3rd Below), Now "Glass Mesh"
looks more like expected (Below and
Right)
- Now you can animate the Min/Max of
"Glass Path"
Note: "Glass Mesh" Renders abit
odd, it might be due to that it is an
'Open' mesh..or something else =) or bug
or just me doing something wrong again
=)
It dont show much if using materials..
( maybe use a camouflage material to cover
it up hehe =) (If you guys know, plz enlighten
me hehe
This type of mesh seem to have some problems
when Min/Max are at their outer limits...
close to 0 and close to 1.
So you might need to test some NON 0 or
1 values for Min/Max for this one, since
it seems to Render some even if set to
exactly 0 or some other)
Lets say you want to animate Max from
0-1, you might need to set it to, 0.0002-0.9999,
or so instead, you have to test this,
if needed !
End Part: Some Afterthoughts
- So most can be 'Worked Around', one
just need to try to understand some of
how things are connected, and after that
Create the right 'Lattices' and so on...
It sometimes dont give expected/wanted
results, but hehe.. some can be fun anyway
so Test and use this workflow on whatever
you can think of =)
It actually can be used as a Modeling
Tool.. or Shape inventor, just animate
the Min/Max of the Curve(s) you Reconnected
to, and you can find a shape in one or
so of the Animation Frames due to the
Morph that you like and are cool.... !!!
( Then Copy the Mesh and Save it off to
Harddrive ! )
You can for example get Crazy shapes if
mapping Both 'Construction Curves' of
a 'Rotational Mesh' to the same Lattice
and then to a Wanted Glass Vase 'Profile
Curve'. Then animate your new Glass 'Profile
Curve'´s Min/Max, and you will see
some hard to imagine shapes the Glass
Mesh will take.. =)
You can also add on other objects and/or
lights ( Map them to already mapped stuff..
) and combine several copies of same and
animated them differently for cool effects.
A discovery I made during this fiddling
with this tutorial, was that Nurbs Curves
has a bug, over a certain 'Point Count'
( it is different on different types of
curves ). To keep it simple, the lowest
bug trigged 'Point Count' I found was
47-48 ( 0-47 = OK ) ( 48- UP = NOT OK
) (This is for a Open Cubic Nurbs Curve).
The bug, or whatever it is.. =) are visible
when Editing a Curve with 48 or more points,
certain ways.. Mostly when using Min/Max
Slider, then curves can really get messed
up badly !
hehe I had been happy if I found this
out many moons ago =) when I Did my old
"Pencil Animation" ( someone
might remember this pencil flying through
space... its now dusty hehe )
I had in mind also for that one to add
some curves created by the 'Font Tool',
to have the pencil follow it and "Paint"
! =), but this bug screwed up the curves.(yeah
many of them use 100+ points). Now I can
use them, I just set those font curves
that has 48 or more points to 47 =) (
it mostly dont change their shape that
much or at all hehe )
Note: Some Fonts produce lower degree
curves that dont seem to update the curve,
but that is only in Edit, it shows up
normally When Rendered ! so its ok. Some
other Fonts produce curves that still
mess up with Min/Max, for them try select
them and use the 'Curve Tool' in the 'Nurbs
Tab', set it as (Below and Left). Even
at this lowest setting, it produce 4 curves
for each, but just delete the 3 not needed
copies of each Letter... =) (Set all having
48 or more to 47 points, if needed). Now
delete the 'Curve Manager', If you dont,
and modify it, then your curve changes
gets lost (Due to that 'Curve Manager'
CREATES new curves when modified)
This discovery might help some of you
guys out, I hope !
(Below and Left a Closed 47 Points Cubic
Curve Rendered, Below and Middle with
Max Slider set to 0.6, Below and Right,
Same as middle but with 48 Points =) )
Note: A Late finding/bug, RS dont seem
to always update a mapped objects placement
as it should, when animating the Min/Max,
(It needs 2 times in same frame to update)
This make it look like the Curve is one
frame ahead, and the object is placed
one frame behind... =) (Anyone with ideas
about this if its fixable, plz let me
know) (That explains some of my headache
I have had with odd renderings, when not
knowing whats been wrong hehe...)
Credits and Final words
What is this?
A workaround for using Min/Max Sliders
of Curves to control Update of Meshes
and also some tips around this and some
other areas worth knowing.. I hope
Why did I do this?
I saw someone on the list ask something
about this.. long time ago..
Since I had fiddle alot with this even ages
ago, I got abit inspired by his post on
the list.
So I come up with a kind of workaround for
it.. that works pretty well in many situations,
and can also be used for many other stuff...
RS3D version?
I used RS3D Version 4.5 SP1. But most
should be working in older too, at least
some..
Files included?
Anims directory< --> Some sample anims...
1.2 mb in total (Using DivX 5.03 codec)
Some
Simple Part Project files (Load them
in with Sections, and just OBJECTS checked
and also RESET the 'replace' box, just on
the safeside =))
Credits
Many thanks goes to Robert
den Broeder, for his invaluable input,
testing and comments !
and also to Frank
"The Rookie" Dodd, for him
always being an inspiration...to me and
the list...
Of course goes my thoughts also to Vesa
and Juha and all of the RS Team for their
Great efforts making the, in many parts,
Lovely Realsoft3D possible !!!
When?
June, 2003
Final thoughts and Done
By?
I hope this can be of some use to some
of you, and/or let you get some own ideas
in how to use this or other workflows..
That is one of my main goals, when trying
to explain my findings, to get others to
start thinking, how many things can be used
for stuff that one dont directly think of..
Take Care,
Best Regards
Stefan Gustafsson ( Beg-inner
)
A Proud Owner and User of Real3D
and Realsoft3D..
PS.
Please feel free to comment, come with suggestions
or just ask if something is unclear
Send it to quakedude@mail.bip.net
or you might find me on IRC ( Quakenet #Realsoft3D
) |