Josh Andersen, josh@itsnet.com
Adam Glassman, pixelboy@ix.netcom.com
Note that this technique only works on "solid" objects.
Shane Davison, daviso@cs.uregina.ca
To deselect an incorrectly picked vertex while editing multiple points, click on the UNDO button while still holding down the SHIFT key.
David Campbell, dcampbel@bga.com
Truespace doesn't have a hide object function, unfortunately. However,
there is an extremely useful work-around. The object information panel
(displayed by right-clicking on the object-selection tool) has several
fields for entering numeric values for object location, size and rotation.
These fields will accept numeric expressions as well as constant
values. So if you want to move an object out of the way quickly, just
append a "+100" to the end of whatever value is in the Z location field
and hit
Shane Davison,
daviso@cs.uregina.ca
Here's a handy way to remove unnecessary faces, edges, and points
from an object:
Your original object will be unchanged except that any unnecessary
faces, edges and points will be removed. This is especially useful
when you've heavily quad-divided an object for sculpting and after
doing so, you want to simplify the object for efficiency.
Shane Davison,
daviso@cs.uregina.ca
An easy way to create a star object:
Shane Davison,
daviso@cs.uregina.ca
To quickly create paint splatters, puddles, rain/snow (maybe not),
or similar items:
It works quite well for 2D objects with characteristics similar to
puddles. A good application of this method is for easily
creating those little bubbles in cartoons when a character
is thinking - just move the mouse across the workspace holding
the button a little longer each time and then end with one
big bubble.
Shane Davison,
daviso@cs.uregina.ca
Use TS2, the text function, and deform
object to create fancy text art. You can make some wild
looking text effects using the deform feature (especially
when used on 2D (ie. non-swept) text - but be careful that
the geometry isn't too messy or letters will disappear
when rendered). Scripty fonts (or italicized ones) seem
to work best.
Peter Plantec,
thenar@cinenet.net
Try making letters with the text tool, but don't extrude them.
Duplicate each one and enlarge it. Put the enlarged letters behind the
originals and then extrude the originals. Try filling the extruded letters
with a transparent marble proceedural (fool with the values using high ambient
light). Then, using a similar color, create the glow by using the Paint
Verices tool on the second, larger set of letters (see the section
entitled "Glows and Visible Lights" on the
Special Effects Tips Page).
It won't be perfect, but not bad. An easier was is to use PhotoShop
with the alienskin glow filter and put a glow behind rounded letters.
Eric Knisley,
knisley@kells.vmedia.com
A real good idea is to do some character sketches before you start. I
find that the real challenge is not always finishing the project, but not
getting distracted down some creative byway. Doing a model sheet as for
an animated cartoon character -- with various views to maintain
consistency -- will save you a lot of time in the long run. As for your
modelling concerns, I'd use the surface sculpting tools, and lots of
constraints. I've found the surface sculpting tool to be fairly
intuitive, but you might need to experiment a bit. Hope this helps
and good luck!
Peter Plantec,
thenar@cinenet.net
A few suggestions: first, take your time, start with a sphere and
open all three windows. Experiment with volume deformation and make a
character head by pulling out a nose, keeping it lined up by looking in
all the windows. Next, push in eye depressions, pull a chin out and
crease a mouth. Good. Model some teeth using the spine poly tool and
extrude them. Put them carefully in the mouth cavity... not easy, and glue
them in place. Fiddle with deforming the mouth with letter sounds. Put
in a tongue. Make two tiny spheres for eyes. Play with it. Make big
eyebrows and such. Model ears and put them on, flesh out the chin and
put holes in his nose using boolean drills. You could do the mouth this
way too. Play with various expressions. The point is not to make your
final piece, but to get used to the tools. I'd make about ten random
characters before tring to make one to order. You can add detail with
bump maps you make in PhotoShop, etc.
Bjorn-Kare Nilssen,
bjoernk@oslonett.no
I had to make a computer keyboard. I looked at a 3ds file on Avalon, but it
was far too complicated, with 6000 faces :-( So I had to make my own in tS,
which I probably would have done anyway....
To make all the keys, I made a rectangle, with the y size of it set at the
y value of a key (seen from above): 0.5 units.
I rotated the rectangle 90 degrees around the world y axis and made 4 copies
which I distributed evenly along the y axis.
I then swept the first rectangle with 13 segments and a length of 6.5, and then
another sweep with 1 segment and the length set at 1 (the backspace key).
Then I selected every second face, seen from the Top view, bevelled them all
at the same time until they 'looked right'.
Then I selected the face tool again, with the same faces still selected, and
moved them along their z-axis until they had the right height above the 'source
strip' + a little.
I repeated the same procedure with the rest of the faces.
Now I had a strip with the top row of keys, the numbers, but still as one
object.
I wanted them as separate objects, so I selected one of the bottom faces of
the object, sliced it upwards until it was above the strip, and the selected
the lower part with the Shift key, and then detached and deleted the lower part.
Now I had a number of separate keys, but still as one object.
To make them really separate, I used the 'Decompose into surfaces' tool.
The other rectangles were swept in the same way, varying the length and number
of similar sized segments.
When all the keys were finished, I glued them together in one big group, and
used the 'Deform Object' tool to give them a nice concave curvature around
the x-axis like a real keyboard.
Then the whole key set was rotated into place on the rest of the keyboard.
Then every top face of each key were selected and rotated slightly around
the objects x axis, to tilt each key towards horizontal, just like a real
keyboard (mine anyway..).
The whole operation, with a lot of rounded corners and cutouts for the keys
in the keyboard, took less than 2 hours, and it ended up with an object with
1100 vertices and 750 faces...
This sweeping technique is very useful also if you change the path parameters,
to get a lot of different sized objects, but still along a path, and with
full control of the size and location.
You don't have to use every segment, and you can also use two or more adjacent
segments, to get a larger or more iregular shape of the 'mushroom'?
You could make more elaborate forms on the top of each segment.
There' a lot of possible uses of this, and it's also one of my favourites :-)
Bjorn-Kare Nilssen,
bjoernk@oslonett.no
One easy way to make a diamond, or similar faceted gemstone is:
Use a very high refraction, like 2.5, and raytrace!
Bjorn-Kare Nilssen,
bjoernk@oslonett.no
To make a detailed 3d rope, I'd suggest:
Ian Firth,
IanFirthDS@aol.com
Build a freeform deformation lattice in the shape you want, and slide your text
through it.
Ulrich Kliegis,
UK@ruebe.mdc.netuse.de
Move the characters separately, so, TEXT would not be TEXT, but a T, an E,
and so on.
PROBLEM: I've been trying to create some bent rods (cynlinders) using
Truespace. The desired effect is to create some decorative rod iron for an
object I am working on. Now, I can create the shapes I want by sweeping the
end of a cylinder and gradually creating the curve with successive sweeps
and slight movements perpendicular to the sweep direction. However, one
problem seems to occur. When the sweeped section is moved, the size of
the cylinder for that section of the sweep is flattened resulting in a
non-circular cross-section.
Shane Davison,
daviso@cs.uregina.ca
Try creating a curved spline-path and macro-sweeping a circle polygon to
form your rod. There's a 'bend' setting you can enable/disable depending
on the desired effect.
Michael Mills,
Michael.Mills@B.GP.CS.CMU.EDU
Create your desired curve as a 2d spline, save it in the path library, then use
the macro/sweep tool with "bend" on, and this will sweep across the path whilst
retaining the shape of the cross-section.
Object Simplification
Stars
Splatters and Puddles
Fancy Text (TS2 only)
Neon Text
Modeling Humans
Sweeping a keyboard
Diamonds
Rope
Bending Text On A Circular Path
Creating Bent Poles
Back to the TS Tips Contents Page
Copyright 1995, 1996 by the respective authors.
Compiled, edited and converted to HTML by David L. Campbell and Bob Green
Last update: 01/26/96
David Campbell
dcampbel@bga.com
Bob Green
Styxman@aol.com