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NURBS Modeling
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Or you can select surface curves (isoparms) on two spheres, create a fillet blend between them, and scale the spheres to create a bottle using a freeform surface fillet (Surfaces Freeform Fillet).
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Creating and Editing Objects Using NURBS primitives To create a simple animation, you can also select surface CVs, transform them, and set key frames to the transformations. First, select the CV or CVs you want to transform. Place the pointer over the active object, then with the right mouse button select Control Vertex from the marking menu.
NURBS Modeling
In this example, one CV of a NURBS primitive sphere is selected and moved using the Move Tool.
You can also transform either one or multiple CVs from the Channel Box. Select the CV or CVs, then enter values in the X, Y and Z boxes provided. The following shows the editable CV boxes in the Channel Box for a single CV. The X value is changed and the CV is moved accordingly.
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In the next example, multiple CVs are moved from the Channel Box.
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NURBS Modeling
Important Note
You cannot animate CVs on an object that was created with history and then delete the objects history. The CV animation will not be correct and unexpected results will occur.
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axisMidPoint manipulator
The axisMidPoint handle represents the pivot point position. Click-drag the middle handle, or enter values in the Numerical Input line or in the Attribute Editor.
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By default, the Pivot is set to Object, and the resulting primitive is created at the origin. The primitive appears centered about the specified pivot; the rotate and scale pivots of the primitive are at the origin. For example, Sphere, Cone, and Cylinder primitives are revolved from simple hidden curves and this option defines the start point of the axis of revolution. If you set Pivot to User Defined, you can enter values in the Pivot Point X, Y, and Z boxes to reposition the primitive. The resulting primitive is centered about this point.
Select either X, Y, or Z (Y is the default) to change the axis direction of the object. If you select the Free button, the X, Y and Z Axis Definition boxes are enabled. Enter new values to change the axis direction in X, Y and Z.
Enter the degree of rotation about the vertical world axis. Degree values can range from 0.00 to 360.00 degrees. The default is 360.00 degrees, which creates a full 360 degree of revolution. The following example shows the top view of a sphere after changing the End Sweep Angle to 180 degrees (a hemisphere).
Default = 360 End Sweep Angle = 180
See also Editing primitives using revolve manipulators on page 211 for information about the Circle Sweep manipulator.
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Enter a value in the Radius box or use the slider to change the radius.
NURBS Modeling
Select a Surface Degree option to automatically create the NURBS sphere as a Linear (degree 1) or a Cubic (degree 3) B-spline. The default is Cubic.
Cubic Linear
If Use Tolerance is toggled on, you can see the effects when you change the values in the Tolerance slider from the Attribute Editor. Set this tolerance value in the options window before you create the sphere only if you know the values you need. If set to None, no tolerance calculations are performed and the sphere is created with the given number of sections and spans. This is the default. If set to Local, the following is displayed:
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Creating and Editing Objects Setting primitive options You can enter a new value to override the Positional tolerance value you set in Options General Preferences Modeling. Local tolerance is useful on a per-task basis where you want to change these values, but dont want to change the Global tolerance values. If set to Global tolerance, the Positional tolerance value you set in Options General Preferences Modeling is used.
The Number of Sections value specifies the number of subdivisions that are created on the sphere. The default value is 8. The following shows a sphere with 16 sections. A value less than 4 gives a poor approximation to a sphere.
Sections = 8 (default)
Sections = 16
You can also change the number of sections in the Channel Box or the Attribute Editor. In the Channel Box, click the makeNurbSphere heading and enter a new value in the Sections box.
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NURBS Modeling
In the Attribute Editor, click the makeNurbSphere tab to open the Sphere History section of the editor, then enter a new value in the Sections box.
Enter a value in the Number of Spans box to increase the number of spans that define a primitive. A value less than 4 gives a poor approximation to a sphere.
Number of Spans = 16
You can also change the number of spans in the Channel Box or the Attribute Editor. In the Channel Box, click the makeNurbSphere heading and enter a new value in the Spans box. In the Attribute Editor, click the makeNurbSphere tab to open the Sphere History section of the editor, then enter a new value in the Spans box.
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Option
Setting the default pivot point on page 214 Changing the direction of the X, Y, and Z axes on page 214 Changing the sweep angle on page 214 Changing the radius value on page 215 Changing the surface degree on page 215
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Option
NURBS Modeling
Controlling the accuracy of the sphere using tolerance on page 215 Subdividing the sphere on page 216
Use the slider or enter a new value in the Ratio of Height to Radius box to change the height to radius ratio of the cylinder. Using Maya: Modeling
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Option
Pivot Axis Start/End Sweep Angle Radius Surface Degree Use Tolerance Number of Sections Number of Spans
Setting the default pivot point on page 214 Changing the direction of the X, Y, and Z axes on page 214 Changing the sweep angle on page 214 Changing the radius value on page 215 Changing the surface degree on page 215 Controlling the accuracy of the sphere using tolerance on page 215 Subdividing the sphere on page 216 Changing the number of spans on page 217
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Option
Pivot Axis Start/End Sweep Angle Radius Ratio of Height to Radius Surface Degree Use Tolerance Number of Sections Number of Spans
Setting the default pivot point on page 214 Changing the direction of the X, Y, and Z axes on page 214 Changing the sweep angle on page 214 Changing the radius value on page 215 Changing the height to radius ratio on page 219 Changing the surface degree on page 215 Controlling the accuracy of the sphere using tolerance on page 215 Subdividing the sphere on page 216 Changing the number of spans on page 217
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A NURBS Cube primitive consists of six separate sides. You can click to select a side of the cube in the view, or click on a heading in the Outliner or Hypergraph window (Window Outliner or Hypergraph).
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To select the cube as a whole object, select the top heading in the Outliner or Hypergraph window, or click the Select by hierarchy and combinations icon from the Status Line.
Enter a value in the Width box to change the default value or use the slider to change the width of the cube.
Enter a value in the Ratio of Length to Width or Height boxes to change the default value, or use the slider to specify the height and length of the cube.
Change the value in the U Patches or V Patches boxes or use the slider to set the number of (U, V) patches between the edges that make up the cube. This value changes the number of spans on an object. You can also change these values in the Channel Box or the Attribute Editor.
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Option
Setting the default pivot point on page 214 Changing the direction of the X, Y, and Z axes on page 214 Changing the surface degree on page 215
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Enter a value in the Ratio of Length to Width box to change the default value, or use the slider to specify the length of the plane. You can also change these values in the Channel Box or the Attribute Editor.
Option
Setting the default pivot point on page 214 Changing the direction of the X, Y, and Z axes on page 214 Changing the cubes width on page 224 Changing the surface degree on page 215 Setting U and V patches on page 224
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Sphere History
The Sphere History section of the editor gives you access to the options you set in the options window. You can change these options to adjust the final result after the primitive is created.
Location Attributes
The Location Attributes are used to change the X, Y, and Z position of the pivot and the direction of the axes.
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NURBS Modeling
Click the triangle beside a heading to open that section of the editor.
Model Stats
The following shows the Model Stats section for a NURBS primitive sphere. You can change these attributes to alter the spheres display.
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Creating and Editing Objects Editing objects in the Attribute Editor If you want to change the parameters of a rendered primitive or adjust the tessellation parameters if you converted it to polygonal output, click the triangles to open those sections of the editor.
Object Display
The Object Display section lets you toggle the visibility of the primitive on or off, or turn it into a templated or intermediate object. For example, you can make a primitive invisible to used as a guide for subsequent operations.
Bounding Box
The Bounding Box section under Object Display is read-only. It displays the minimum and maximum world space coordinates of a primitive along the X, Y and Z axes.
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Transform Attributes
The Transform Attributes section lets you enter values to move, rotate, scale, or shear the primitive. You can change the X, Y, Z rotation order or rotate the local axes. NURBS Modeling
Pivots
Use the Pivots section to change the position of the scale or rotate pivots, and toggle the display of scale and rotate pivots on or off.
Limit Information
Use the Limit Information section to set limits to the transformations of the primitive. You toggle the Limit X, Y, or Z boxes on or off and then change the values in the transformation boxes. When you transform the primitive, you can now only move, rotate, or scale to the unit value you set in the corresponding boxes.
Tip
As an alternative, use Modify Transformation Tools and select Move Limit Tool, Rotate Limit Tool, or Scale Limit Tool.
Display
In the Display section, you can toggle the display of the local axis, display a selection handle, set a default manipulator (if you use the Show Manipulator Tool on an object), or hide the whole object or toggle it into a template.
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You can use a construction plane as a live construction surface (click the Make Live icon on the Status Line or select Modify Make Live). A live construction plane replaces the ground plane as the surface on which points are placed when using one of the curve creation tools, or on which objects are moved relative to. By transforming the plane, planar curves can be created in arbitrary planes.
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Before you create a new construction plane, change the options, if necessary, then click the Apply button.
The Pole Axis determines the orientation of the construction plane. The default is an YX plane.
YX
YZ
XZ
Enter a value in the Size box or use a slider to specify a size for the new construction plane.
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To create text:
1 2 Select Primitives Create Text. The word Maya is displayed at the origin (0, 0, 0) by default.
To create your own text curves, open the options window, type the text you want to create, select a specific font, and the type of text you need. See the following for details.
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Tip
The options only affect the active text string in the text field. Text that has already been placed is not affected.
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Press the Create button. The new text appears at the origin in the font you selected.The following shows the word Magic in an AvantGarde-Book font.
Transforming text
The text that first appears at the origin when you select Create Text is active by default. Text are curves, which means they are separate entities. All the curves for one text string are grouped under one transform.The transform results can vary depending on the way you select the text.
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Creating and Editing Objects Creating and editing text To transform the text later (after you deselect the text then perform another operation and reselect it), you will find that the letters are not transformed together.
Change some of the values in the Channel Box. In this example, the X, Y, and Z Scale values are changed. Notice that all letters are scaled, but the space between the letters is lost.
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NURBS Modeling
To correct this problem, select Edit Undo, deselect the text, then change the selection type. Click the Select by hierarchy and combinations icon and reselect the text.
or
3 Open the Outliner window (Window Outliner) and select the top text object (Text_Magic_1).
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Creating and Editing Objects Creating and editing text 4 The heading in the Channel Box now displays the text string as one object (Text_Magic_1), and all the letters are displayed in the lead object color.
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The three Type buttons, Curves, Trim, and Poly, are used to create text in three different formats. Select one of these before you create the text. The Curves text type is the default. The text is displayed as NURBS curves which you can transform and manipulate. The Trim text type is created as planar trim surfaces. This means that these letters will render because they are surfaces. The Poly text type is created as polygons which you can manipulate as you would any other polygonal entity. When this text type is selected, a planar trim curve is created between the curve and tessellate nodes, but you only see the polygonal surface, not the planar surface. Notice the difference between a Trim text string and a Poly text string in the Hypergraph (Window Hypergraph).
NURBS Modeling
Polygonal surfaces
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Introduction to Surfaces
This chapter introduces you to using Maya surface functions. In this chapter you will learn some basic surface construction rules and how easy it is to convert NURBS surfaces to polygonal surfaces. This chapter includes the following topics: What is world coordinate space? on page 243 What is an isoparm? on page 245 What is the U / V surface direction? on page 246 What is a surface normal? on page 248 What is construction history? on page 250 Converting NURBS to polygons on page 252
NURBS Modeling
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A Z-up world starts with a ground plane that represents the X and Y directions, and Z represents the up direction. To illustrate, put your middle finger on your nose (Y), point your thumb out (X) and point your index finger up (Z).
Y X
To change the Y-up or Z-up orientation, select Options General Preferences and select an Up Axis button from the World Coordinate System section of the window.
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What is an isoparm?
NURBS Modeling A parametric surface is crossed with flow lines, or isoparms. Isoparms are constant U or V parameter curves on a surface.
isoparms patch
The flow lines on a surface are drawn at parameter values that correspond to the locations of edit points on the surfaces edge curves. The regions between these isoparms are called patches. The interval between two edit points on a surface edge is called a span.
span
The number of patches on a surface is equal to the number of spans in U multiplied by the number of spans in V. The more spans on a surface, the more CVs.
Tip
Keep the number of patches to a minimum. The fewer patches you have, the more control you have.
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Construction curve in U
Revolved surface in V
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NURBS Modeling
This example shows what happens when you change the division values for a NURBS primitive sphere.
3 divisions in U 3 divisions in V 3 divisions in U and V
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Normal
The direction of surface normals can be very important when rendering. For example, if you render a hollow object, you can render either the inside or the outside. If the normals point outward, the outside is rendered. To render only the inside, you can reverse the normals to point inward.
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NURBS Modeling
Make sure you select a Flat Shade or Smooth Shade mode from the Shading menu in the current view to see the normals.
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Introduction to Surfaces What you need to know about surfaces Open the Reverse Surface options window (Edit Surfaces Reverse Surface - ) and change the options if necessary. Reversing the direction of U or V reverses the surface normal direction. Reversing both U and V does not change the surface normal direction. Swapping U and V reverses the surface normal direction. See Reversing the curve or surface direction on page 195 for details.
Tip
Some situations require U and V to be aligned in specific directions. For example, when applying a parametric texture map, the mapping of the image to a surface depends on the U / V orientation. If a texture map appears inverted on the surface, reversing the U / V direction of the surface is one way to correct the problem. In the following example, a NURBS cones surface normals are reversed. Instead of pointing outward, the normals are pointing inward.
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Introduction to Surfaces What you need to know about surfaces You can create surfaces without history by selecting the Construction History icon from the Status Line before you create the surface.
NURBS Modeling
You can also delete history once a surface is created. While the surface is active, select Edit Delete by Type or Delete All by Type History.
Tip
When you attach curves or animate CVs, turn Construction History off or you may get unexpected results. See Using construction history on page 2 in Chapter 1, NURBS Modeling for more information.
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The NURBS surface is still there. If you want to reconstruct the surface, select Edit Undo to undo the polygonal surface, edit the NURBS surface, then select Edit Surfaces NURBS To Polygons again.
Note
If you convert the surface while construction history is on, you can edit the surface. The polygonal surface is recreated to match the edited NURBS surface.
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Use a Type option to specify the type of polygons to use when you convert NURBS geometry to polygonal data. If you select Triangle (the default), 3-sided polygons are created. If you select Quads, 4-sided polygons are created.
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Note
When you tessellate a trimmed surface, some 3-sided (triangle) polygons may be created along the trim edge even when the option is set to Quads.
Standard fit
Standard Fit is the default tessellation method. It is adaptive tessellation, meaning that the following options are used to determine when to stop the tessellation. For example, the tessellation stops at the Fractional Tolerance value you set. If there is an edge shorter than the Minimal Edge Length, the tessellation stops on that edge. If the surface is flat enough within the edge (the specified chord/height ratio is small enough), the tessellation stops there.
Chord Height Ratio
The Chord Height Ratio is the ratio between the maximum distance of the curve from the polygon edge used to approximate it and the chord length. The chord length is the linear distance between two polygon vertices. A value greater than 0 results in fewer polygon vertices, if the ratio on the curve is greater than the current value. For example, the default value, 0.1, means that the height must be larger than 1/10 of the chord length before additional edit points are created.
Fractional Tolerance
The Fractional Tolerance value determines the degree of accuracy maintained between the original surface and the interpolated polygonal surfaces. The default is to be accurate to within 0.01 units, where a unit refers to the current unit of linear measure (the default unit of measure is centimeters). Therefore, at no point will the polygonal surface be more than the tolerance distance away from the original NURBS surface. Enter a value or use the Minimal Edge Length slider to set the minimum length of the edges of the triangles or quads that are created.
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The 3D Delta value determines the 3D spacing for U and V isoparms on a surface that makes up the initial grid for the tessellation. In the following example, the 3D Delta value is changed from the default 0.1 to 0.01.
NURBS Modeling
3D Delta=0.1
3D Delta=0.01
General
Set the Tessellation Method to General to display the following options.
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The U Type and V Type pop-up menu items let you specify whether you want to split the surface based on where the spans are (then split each span), or based on the parameterization of the whole surface. Each span or surface is split into the number of polygons you specify here.
Count
Set the Tessellation Method to Count to display the following slider.
Count
Use the Count slider to determine how many polygons the surface can be tessellated into. See the following examples.
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Count = 200
Count = 100
Count = 50
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Creating surfaces
In this chapter you will learn how to create surfaces using various Maya construction methods. This chapter includes the following topics: Filleting surfaces on page 259 Blending surfaces on page 271 Revolving surfaces on page 279 Lofting curves and surfaces on page 293 Beveling surfaces on page 303 Extruding surfaces on page 316 Preparing to stitch surfaces on page 328 Creating stitched surfaces on page 328 Stitching surface points on page 339 Creating boundary surfaces on page 346 Creating birail surfaces on page 356
NURBS Modeling
Filleting surfaces
Fillets let you quickly create an object with rounded edges, or blend two surfaces together. Three methods are provided: circular filleting, free-form filleting, and blending fillets.
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To create a circular fillet where the cylinder meets the plane, marquee-select the plane and the cylinder, then select Surfaces Circular Fillet.
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Toggle Create Curve On Surface on to create curves-on-surface when the fillet is constructed. The curves are automatically placed on the surface at the point where they intersect with the fillet. When Create Curve On Surface is off curves-on-surface are not constructed on the original surface. The default is off.
NURBS Modeling
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Deselect both surfaces. Select Edit Surfaces Trim Tool and click on the part of the surface you want to keep. The fillet is trimmed away from the surface. Deselect the surfaces again and use the Trim Tool to trim away from the other curve-onsurface.
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During the fillet construction, the surfaces are offset in the direction of the normals by the Radius value you specify. By reversing the surface normals, you can exactly construct the desired fillet. Click the Show Manipulator icon to see the surface normals. Before you create the fillet, choose to reverse either the primary surface normal (the first selected surface), or the second surface normal (the second selected surface). The following examples show both primary and secondary reverse methods with a radius value of 0.75.
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circular llet
Reverse Primary
NURBS Modeling
Reverse Secondary
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Creating surfaces Filleting surfaces 2 Select either Reverse Primary Surface Normal or Reverse Secondary Surface Normal, then click the Fillet button. Click the Show Manipulator icon to see the surface normals.
The Use Tolerance options let you reapply a circular fillet within a specified tolerance value. You can apply tolerance globally or locally. Global tolerance means the Positional and Tangential values you set in Options Preferences Modeling are used.
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NURBS Modeling
If you select Local, you can enter a new value to override the Positional and Tangential tolerance value you set in the General Preferences options window. Local tolerance is useful on a per-task basis where you want to change these values, but dont want to change the Global tolerance values. This is the default.
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The Attribute Editor for circular filleted surfaces contain the same attributes you find in the Circular Fillet options window. See the option descriptions for details.
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NURBS Modeling
or
Place the pointer over the active surface, and use the right mouse button to select Isoparm from the marking menu. 3 Shift-click the two isoparms you want to create a free-form fillet between, then select Surfaces Freeform Fillet.
To create a simple object, such as a cocktail shaker, select the top of the surface, then scale the top smaller than the bottom. Notice how the fillet adjusts accordingly to the transformation.
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You can also enter values in the Numerical Input line while a manipulator is active and press Enter.
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The Bias value scales the end tangents across the two surface curves. The Depth value controls the curvature of the filleted surface.
The Use Tolerance options let you reapply a free-form fillet within a specified tolerance value. If you select Global tolerance, the Positional and Tangential value you set in Options General Preferences Modeling are used. If you select Local, you can enter a new value to override the Positional and Tangential tolerance value you set in the General Preferences options window. Local tolerance is useful on a per-task basis where you want to change these values, but dont want to change the Global tolerance values. This is the default.
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Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options.
The Attribute Editor for free-form filleted surfaces contain the same options you find in the Freeform Fillet options window. See the option descriptions for details.
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Blending surfaces
NURBS Modeling Use the Surfaces Fillet Blend Tool to build a surface by forming a blend between two boundaries defined as a set of surface curves. If you know which options to set before you create the blended surface, open the options window first, then use the tool to create the surface. Click the option box () after the tool name to change the option settings. See Setting Fillet Blend Tool options on page 274 for details. Alternately, you can create the blended surface with the default options and then edit the completed surface from the Channel Box or Attribute Editor. See Editing the blend fillet using manipulators on page 273 and Editing a blended surface in the Attribute Editor on page 278 for details.
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Deselect both surfaces and select Surfaces Fillet Blend Tool. In the side view, click on the first surface isoparm and press Enter.
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Creating surfaces Blending surfaces 4 Click on the second surface isoparm and press Enter to create the fillet blend.
5 6
If necessary, click-drag to reposition the isoparm before you press Enter to create the blend. When the isoparm is in the desired position, Shift-click on the original isoparm to deselect it.
You can now transform either the cone or the sphere. The fillet blend adjusts to the transformation. In the following illustration, the head of the bird on the left is scaled larger, and on the right the beak is scaled smaller.
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NURBS Modeling
Note
If you want to use the manipulator handles to adjust a fillet blend, try not to use straight lines as the selected isoparms (such as the edges of two planes). Twisting and unexpected results may occur. 1 2 Click the Show Manipulator icon before or after you perform the fillet blend. To display both manipulators and editable parameters for the resulting fillet, click the ffBlendSrf heading in the Channel Box.
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Creating surfaces Blending surfaces 3 To display specific isoparm manipulators, click the heading that you need from the Channel Box and change the values in the Min and Max boxes.
You can also enter values in the Numerical Input line while a manipulator handle is active.
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Creating surfaces Blending surfaces To change the options after the blend is completed, use the Channel Box or the Attribute Editor. See Editing a blended surface in the Attribute Editor on page 278 for details.
NURBS Modeling
The Automatic Blend Direction calculates which one works best. This option is toggled on by default. If Automatic Blend Direction is toggled off, the Flip Boundary Normals options are displayed.
If First is toggled on, the surface for the first selected isoparm is flipped resulting in different surface normals. If Second is toggled on, the surface for the second selected isoparm is flipped resulting in different surface normals. If both First and Second are toggled on, both normals are flipped.
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First
If Automatic Blend Direction is toggled off and you use the Show Manipulator Tool, additional locators are displayed. Click a manipulator handle to flip the surface normals.
Click the Tolerances triangle to display the tolerance settings. These options let you apply a fillet blend within a specified tolerance value. You can apply tolerance globally or locally. If you select Global tolerance, the Positional and Tangential value you set in Options General Preferences Modeling are used. This is the default.
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Creating surfaces Blending surfaces If you select Local, you can enter a new value to override the Positional and Tangential tolerance value you set in the General Preferences options window. Click the Local button to display the following options
NURBS Modeling
Local tolerance is useful on a per-task basis where you want to change these values, but dont want to change the Global tolerance values.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options.
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The Attribute Editor for a blended surface contains the same surface history attributes for an object. See Editing objects in the Attribute Editor on page 227 for details.
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Revolving surfaces
NURBS Modeling Use Surfaces Revolve to construct a surface by revolving a profile curve about an axis. Any curve can be revolved: free curves, surface curves (isoparms), curves-on-surface, and trim boundaries are all valid. The curve can be revolved by either positive or negative amounts, up to a maximum of 360 degrees.
While the curve is active, select Surfaces Revolve to build the surface.
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Tip
By default, all selected curves are revolved 360 degrees about the world Y axis. The U parameter direction of the surface is determined by the original curve. The V parameter direction is determined by the direction of the revolve. See What is the U / V surface direction? on page 246 for more information. Make sure construction history is on before you create a revolved surface if you want to use the Show Manipulator Tool to edit the resulting surface. 3 When the surface is first created, the revolve history node is active. Click the Show Manipulator icon to see the revolve manipulators. If you want to edit the surface later, you have to select the revolve node in the Channel Box or marking menu (from the Inputs menu) to see the manipulators. You can also edit the parameters for a completed revolved surface in the Attribute Editor.
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Creating surfaces Revolving surfaces Click-drag the handles to change the axis of revolution of the revolved surface interactively, or enter exact X, Y, and Z positions for the active handle in the Numerical Input line. You can also enter precise values in the options window, Channel Box, or in the Attribute Editor.
NURBS Modeling
Tips
If you move the axis endpoints, the axis direction is modified. However, if you move the axis midpoints, the radius of the revolved surface is modified without affecting the axis direction. To snap the axis, start, end, and midpoint to the desired position, use a snap mode. The snap mode icons are located on the Status Line.
See the Basics book for more information about the Show Manipulator Tool. The following shows what happens to the revolved surface when you transform the axis manipulators.
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Note
You cannot use snap modes with the sweep manipulators.
If you have trouble selecting the profile curve, open the Hypergraph or the Outliner and select it from there (Window Hypergraph or Outliner).
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NURBS Modeling
To transform the profile curve, you can either: use a transformation tool, change its properties in the Channel Box or Attribute Editor, use another operation, such as Extend or Detach Curves. The following example shows the profile curve extended and scaled.
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You can also display the connections for the revolved surface in the Hypergraph window. Select Options Show Shape Nodes, click the revolve node (revolve1, for example), then click the Up and Downstream Connections icon.
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If you set the Axis Preset to X, Y, or Z, you cannot change the values in the Axis boxes. See Setting a free axis of revolution on page 286 for more information about the Free option. In the following example, a profile curve (drawn in the front view) is revolved using each revolution axis in the perspective view.
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Prole curve
Revolved in X
Revolved in Y (default)
Revolved in Z
If you set the Axis Preset to Free, you can enter values in the Axis X, Y, or Z boxes to specify the axes about which the profile curve is revolved. You can also change these values in the Channel Box or the Attribute Editor. In this example, 1 is the value for X, Y, and Z in the Channel Box.
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If you set Pivot to Object, the revolve is performed from the default pivot location (0,0, 0). This is the default. If you select Preset, you can change the X, Y, or Z location of the pivot point by entering values in the Pivot Point boxes. You can also change these values in the Channel Box or Attribute Editor. The following shows how a revolved surface is created with the default pivot values and what happens when you change the default values to 5 in X, Y, and Z in the Channel Box.
NURBS Modeling
0, 0, 0 by default
5, 5, 5
The Surface Degree options determine whether the V parameter direction of the surface is created with linear (degree 1) or cubic (degree 3) geometry. If you select Linear, the surface is constructed with flat facets all around. If you select Cubic, the smooth polygonal profiles are defined by the original profile curve. This is the default.
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Linear
Cubic
You can also change these values in the Channel Box or the Attribute Editor. To select a Degree type from the Channel Box, place the pointer in the Degree box, use the right mouse button and click-drag to select an option from the pop-up menu.
The Use Tolerance options control the accuracy of the resulting revolved surface. You can apply tolerance globally or locally. If you select None you can change the segments value. See Defining the number of revolution segments on page 289 for details. If you select Local, enter a new value to change the tolerance of the revolved surface. This lets you create the revolved surface so it is closer to the actual surface of revolution.
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Creating surfaces Revolving surfaces Global tolerance means the Positional and Tangential value you set in Options General Preferences Modeling are used.
NURBS Modeling
The Segments value determines how many sections are used to create the surface of revolution. With a sweep of 360 degrees, six or eight sections are usually sufficient. The following shows the revolve with the default 8 sections.
You can also change the amount of sections in the Attribute Editor or the Channel Box. The following shows a surface with 20 segments, or sections.
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Creating surfaces Revolving surfaces If Use Tolerance is not set to None, the Segments value is automatically computed so that the result differs from the default revolved surface by less than the specified tolerance value. If Local is set as the Use Tolerance option, the tolerance value of the revolved surface is closer to the actual surface of revolution.
Tip
If animating the sweep angle, change the Segments value instead of the tolerance value to change the numbers of CVs of the surface.
Select Complete as the Curve Range to create the revolved surface along the entire profile curve. This is the default. Select Partial if you only want to use a segment of the curve for the revolve.
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NURBS Modeling
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options. To change the number of polygons created for the surface when creating polyset data, use the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab to display and edit the Tessellation Attributes and the Mesh Component Display.
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The options you set in the options window or the Channel Box are displayed. See the option descriptions, Setting Revolve options on page 285 for details.
Input Curve
The Input Curve information is read-only. It gives you access to the history of the curve you used to create the revolved surface. Click the arrow buttons to select the curve and open its section of the editor.
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Tip
Before you begin, you need at least two profile curves or surface isoparms.
To loft curves:
1 2 3 Pick the first curve you want to loft, then Shift-click to pick subsequent curves. Select Surfaces Loft. The lofted surface is constructed from curve to curve in the order that you selected them. The last curve selected is green by default.
Tip
If you require an even and uniform transition of the surface as it lofts through each profile curve (for example, a boat hull), space the curves evenly.
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Select the curve you want to add, then select Surfaces Loft.
The following shows the result when two curves are added to the initial lofted surface.
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While the pointer is positioned over the active surface, use the right mouse button to select Isoparm from the marking menu. 3 Shift-click to select the isoparms you want to loft together, then select Surfaces Loft.
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With Uniform knot spacing, the profile curves run parallel to the V direction. The parameter values of the resulting surface in the U direction are equally spaced. The first profile curve corresponds to the isoparm on the surface at U 0, 0, the second to U 1.0, and so on. With Chord Length spacing, the parameter values on the resulting surface in the U direction are based on the distance between the start points of the profile curves.
Chord Length
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You can set the Surface Degree to either Linear or Cubic. This sets the lofted surface to linear or cubic in the U direction.
Cubic
Linear
If Auto Reverse is toggled off, the curves are used as they are which may result in a twisted surface. If toggled on, the curves are automatically reversed. The default in on. In the following example, the two top curves and the two bottom curves are going in different directions.
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If Auto Reverse is toggled off, the result is a twisted lofted surface. If toggled on, the curves are automatically reversed.
Auto Reverse on
If Auto Reverse is toggled off, you can use the Show Manipulator Tool to reverse the curve direction of the original profile curves as needed. Simply click the manipulator handle to reverse the curve direction.
The Close option determines whether the created surface is closed in the U direction. Close is toggled off by default.
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NURBS Modeling
Close toggled on
If you set the Curve Range to Complete, the lofted surface passes through the entire curve. If you select Partial and select the Show Manipulator Tool, curve range manipulators are displayed on the profile curves. This means you can drag the manipulators to interactively alter the portion of the curve to use in the loft. The resulting surface only passes through the selected portions of the profile curves (the subCurves).
Click the subCurve heading in the Channel Box to display the manipulators for a specic subCurve.
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Creating surfaces Lofting curves and surfaces You can also enter values in the Numerical Input line while a manipulator handle is active.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options. To change the number of polygons created for the surface when creating polyset data, use the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab to display and edit the Tessellation Attributes and the Mesh Component Display.
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Creating surfaces Lofting curves and surfaces If you selected curves to construct the lofted surface, the following is displayed:
NURBS Modeling
The options you set in the options window or the Channel Box are displayed. See the option descriptions for details.
Input Curves
The Input Curve sections and available options change depending on which method you used to create the lofted surface. This information is read-only. It gives you access to the history of the lofted surface you constructed. Click the arrow buttons to select the surface, isoparms, or curves and open its section of the editor. If you toggle Auto Reverse off, a Reverse Curve toggle box is displayed for each curve, primitive, or surface isoparm you used to create the lofted surface. Select the Show Manipulator Tool to also display the reverse manipulators. Click the toggles to reverse the direction of the input curves, or click the manipulators.
Reverse Curve
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Creating surfaces Lofting curves and surfaces In the following illustration, the first curve used to create the lofted surface is selected for reversal.
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Beveling surfaces
NURBS Modeling Use Surfaces Bevel to create an extruded surface with a beveled edge from any curve, including text curves and trim edges.
or
While the pointer is positioned over the active surface, use the right mouse button to select Isoparm from the marking menu. 3 Click to select an isoparm.
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Note
By default, Bevel Width and Bevel Depth are 0.5 linear units of measure, and Extrude Height is 1.00 linear units of measure.
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NURBS Modeling
WidthPoint
DepthPoint
To interactively edit the bevel units, click-drag the manipulator handles. The Feedback Line displays the current measurement of each bevel unit as you move an active manipulator. You can also enter values in the Numerical Input line or in the Channel Box.
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Default direction
Reversed direction
StartParam EndParam
Click-drag the start and end parameter manipulators to change the beveled isoparm segment. You can also enter values in the Numerical Input line or in the Min and Max boxes in the Channel Box. The following shows what happens when you edit the StartParam.
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Toggle Attach Surfaces on to attach each part of the bevel surface. The default is on. If toggled off, the surfaces are not attached. For example, if Attach Surfaces is toggled off and you create a bevel with Bevel set to Both, three surfaces are created. These surfaces are independent and can be selected and modified as such.
Attach Surfaces on Attach Surfaces off
NURBS Modeling
You can select one of these surfaces from the Hypergraph or Outliner window (Window Hypergraph or Outliner).
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Creating surfaces Beveling surfaces You can also select the surface you want to edit from the Objects pop-up menu in the Channel Box and open its Attribute Editor.
The Bevel options specify whether the beveled surface area is applied to the top, bottom, or both sides of the original curve or isoparm. The following example uses a NURBS Circle primitive curve using each method.
Top Side The bevel is created from the top of the circle.
Bottom Side The bevel is created from the bottom of the circle.
Both The bevel is created from both the top and bottom of the circle. This is the default method.
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The Bevel Width value specifies the initial width of the bevel as viewed from the front of the curve or isoparm. The Bevel Depth value specifies the initial depth of the bevel portion of the surface.
Tip
The combination of Bevel Width and Bevel Depth values determine the angle of the bevel.
Extrude Height
The Extrude Height value specifies the height of the extruded portion of the surface, not including the bevel surface area. For more information, see: Editing a beveled curve with manipulators on page 305 Editing a beveled isoparm with manipulators on page 307 Editing a beveled surface in the Attribute Editor on page 314
The Bevel Corners options specify how corners in the original construction curves are handled in the beveled surface.
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Circular Arcs The bevel is created with rounded, or circular arc corners.
Note
If the curve is degree is 1 or 2, the bevels surface will be cubic (degree 3).
The Bevel Cap Edge options are used to determine the shape of the beveled part of the surface.
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Select Complete to use the entire curve for the bevel operation. Complete is the default setting. Select Partial to only use a segment of the curve for the bevel. When you select the Show Manipulator Tool, a manipulator is displayed at each end of the curve. Use these manipulators to edit a part of the input curve to change the beveled result.
NURBS Modeling
You can adjust these subCurves in the Attribute Editor if you require further modifications. See Editing a beveled surface in the Attribute Editor on page 314, and Editing a beveled isoparm with manipulators on page 307 for more details.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options.
The Use Tolerance options let you create a bevel within a specified tolerance of the original input curves. You can apply tolerance globally or locally.
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Creating surfaces Beveling surfaces Global tolerance means the Positional value you set in Options General Preferences Modeling is used.
If you select Local tolerance, you can enter a new value to override the Positional tolerance value you set in Modeling Preferences.
Local tolerance is useful if you want to change these values often, but dont want to change the Global tolerance all the time.
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NURBS Modeling
The options you set in the options window or the Channel Box are displayed. SeeChanging the bevels dimensions interactively on page 304 and Setting Bevel options on page 308 for details.
Input Curve
The Input Curve information is read-only. It gives you access to the history of the curves or isoparms you used to create the bevel surface. Click the arrow buttons to select the curve and open its section of the editor.
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Extruding surfaces
Use Surfaces Extrude to construct a surface by moving a cross sectional profile curve along a path. Extrude works by sweeping a profile curve. Before you extrude, set the pivot point of each profile curve to specify the relationship between the profile and the path. The profile curve, the curve you want to extrude along the path, can be an open or closed free curve. You can also use a surface isoparm, curve-onsurface, or a trim boundary.
Path curve
Prole curve
Tip
If you select more than two curves, select all the profile curves first, then select the path curve last.
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Creating surfaces Extruding surfaces To extrude a profile curve without using a path curve, change the extrude Style to Distance in the options window. See Choosing the extrude style on page 317 for details.
NURBS Modeling
Restrictions
If the extrusion path has sudden changes of direction, undesirable twisting of the cross section around the path can occur. If this happens, increase the number of CVs in the path to make the change of direction between CVs more gradual. Sharp corners work well, but tight corners do not. For example, try extruding a circle along a linear path with 90 degree angles.
If you choose the Flat option, the extrude maintains the orientation of the cross section in space as it moves along the extrusion path.
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Tube
Tube is the default extrude style. It sweeps the cross section along the specified path so that the reference vector stays tangent to the path.
With Tube, the extrusion sweeps along the prole curve and pushes out as it follows the path.
Extrude Length
Enter a value or drag the slider bar to specify the length of the extrusion. By default, the extrude length is 1.0. The following shows the result when you change the value to 5.0.
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Length = 1.0
Length = 5.0
If Distance is the selected extrusion Style, the default direction of the extrusion is Profile Normal. This means that the direction of the path is automatically taken from the normal of the profile curve. If the profile curve is not flat (planar), the average normal is used.
Normal direction Resulting surface
Click the Specify button to change the default direction for the extrusion.
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Creating surfaces Extruding surfaces When you click Specify, you can select X Axis, Y Axis, Z Axis, or Free. If you select an axis button, the extrusion occurs along that axis. For example, if you click the Z Axis button, the extrusion will be linear in the Z direction. If you select Free, you can enter values in the X, Y, and Z boxes to specify a vector to extrude. For example, the extrusion occurs by 1.0 in the X direction by default. The following example shows what happens if you set X and Y to 0.0 and Z to 1.0 when you extrude a curve.
If you set Style to Flat or Tube, At Profile is the default Result Position. This means the resulting surface starts at the profile; the path curve is moved to the profile and then the extrusion is performed. If you select At Path, the profile curve is moved to the path curve and then the extrusion is performed. This results in a surface at the path.
The Pivot options are only available if you set the Style to Tube. The Pivot options let you choose the pivot point method to position the profile curve on the extrusion path. If you select At Path as the Result Position, you can choose the profile curve and position it to the pivot point on the extrusion path. If you choose Closest End Point, the path end point closest to the center of the bounding box of the profile curves is used. This end point is used as the pivot point for all the profile curves. If performing a multiple extrusion, the resulting surfaces are offset from the path. This is the default. If you select Component, the pivot point of each individual profile curve is used to extrude the profile curve. The extrusion occurs along the components of the profile curve.
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Creating surfaces Extruding surfaces See the following examples. NURBS Modeling
Component
The Orientation options are only available if Style is set to Tube. If you choose Path Direction, the direction of the extrusion is determined by the direction of the path curve.
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Creating surfaces Extruding surfaces By default, the direction of the extrusion is determined by the Profile Normal direction. The direction of the linear path is automatically taken from the normal of the profile curve.
Orientation examples
The following examples show the extrusion using a combination of Orientation modes and Result Positions. In this first example, Result Position is set to At Profile and Orientation is set to Profile Normal. The path curve is moved and rotated to match the profile curve. This is the default setting.
In this next example, Result Position is set to At Path and Orientation is set to Path Direction.
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NURBS Modeling
In this last example, Result Position is set to At Profile and Orientation is set to Profile Normal. The profile curve is moved and rotated to match the path curve.
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Set the Curve Range to Complete to extrude the entire profile along the entire path. Select Partial to extrude only part of the profile along part of the path. This creates a subCurve history node (initially set to the whole curve) which can then be edited using the Show Manipulator Tool.
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Creating surfaces Extruding surfaces Now the path curve (subCurve2) is selected and edited. NURBS Modeling
If the Distance extrude style is used, click the extrude1 heading to display the manipulator to edit the length of the extruded surface.
Click the subCurve heading to edit the profile curve (the curve used to create the extrude).
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Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options. To change the number of polygons created for the surface when creating polyset data, use the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab to display and edit the Tessellation Attributes and the Mesh Component Display.
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NURBS Modeling
The Attribute Editor includes the options you set in the options window. See Setting Extrude options on page 317 for details.
Profile Curve/ Path Curve
The Profile Curve and Path Curve boxes let you access the input curves as well as statistical information about these curves. Click the arrows beside the boxes to select the input curves and click the tab to open the Attribute Editors for them.
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C0 continuity
C0 and G1 continuity
If you know which options to set before you create the stitched surface, open the options window first, then use the tool to stitch the surface. Click the option box () after the tool name to change the option settings. See Setting Stitch Tool options on page 332 for details. Alternately, you can create the stitched surface with the default options and then edit the completed surface from the Channel Box or Attribute Editor. See Editing the stitched surface in the Channel Box on page 334 and Editing the stitched surface in the Attribute Editor on page 336 for details.
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To stitch a surface:
1 2 3 Change the Stitch Tool options, if necessary. Click the option box () beside the tool name to open the options window. Select Edit Surfaces Stitch Tool, then follow the prompts on the Help Line. Select the isoparms you want to stitch together. The isoparms you select must be the surface boundary isoparms or the stitched surface is not created. Surface boundary isoparms are those that define the edges of a surface. NURBS Modeling
A temporary stitch surface is created. At this point, you can click-drag the manipulators to edit the stitch before you press Enter to see the resulting surface.
Note
For illustrative purposes the following example displays in white. Maya displays this temporary stitch surface in bright green.
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Note
When you use the Stitch Tool, the manipulator displays only on edges with a non-zero weight.
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To change the options after the surfaces are stitched, use the Channel Box or the Attribute Editor. See Editing the stitched surface in the Attribute Editor on page 336 for details.
Toggle the Blending options on or off to specify the global blend when the surface edges are stitched. Position is the default blending option. When selected, the two surfaces stitched together have positional continuity (C0). When Tangent is selected, the two surfaces stitched together have tangent continuity (G1).
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Note
The Stitch Tool does not change the number of CVs or the U/V space parametrization. It does modify the CV positions to get as close to positional and tangent continuity as possible.
Before stitching the edges, the two selected isoparms are averaged in a weighted mode. The two surfaces are modified to meet along this averaged isoparm in C0, G1. You can assign weights to the selected isoparms. By default, a weight of 1.0 and 0.0 is assigned to the first and second selected isoparm. In effect, this modifies the CVs on the second surface so the surface is C0, G1 continuous with the first surface. If you assign a non-zero weight to the two selected isoparms, the CVs on both surfaces are modified to achieve C0, G1 continuity.
Note
For illustrative purposes the following example displays in white. Maya displays this temporary stitch surface in bright green.
weight = 0.5
You can choose to modify the weights after completing the stitch with history in the Attribute Editor on the avgCurve node created during the stitch (accessible through the Channel Box).
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Creating surfaces Creating stitched surfaces You can drag the manipulators to selectively alter the portions along the isoparms to be weighted together. These are the portions on the two surfaces that will be stitched together.
Tip
To see the curve computed by the average node, select the Show Manipulator Tool on the average node. This manipulator provides a visual clue only and cannot be edited.
The CVs for the stitched surface are determined by sampling (discretizing) the edge along the surface which needs to be modified for C0, G1 continuity. You can explicitly set Samples Along Edge to close any possible C0 gaps on the stitched surface. The higher the count, the slower the performance. This is the same as Step Count in the Channel Box and Attribute Editor.
If Cascade Stitch Node is toggled on, the stitch operation ignores any prior stitch operations on the surface. If toggled off and the surface has had a stitch operation performed on it, the stitch node from the previous operation is used. The default is on.
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Type on or off in the Continuity boxes to toggle positional or tangential continuity for the stitch surface. Step Count means the same thing as Sample Count in the Surface History section of the options window. See Setting the samples along the stitch edge on page 334 for details. Use the Bias value to blend the CVs between the input surface to the stitch node and the result from the stitch operation. A value of 0.0 has no effect. You can use the Fix Boundary option only if the Cascade Stitch Nodes option and G1 continuity are on during the stitch operation. While solving G1 continuity across all four edges, it is quite possible that the eight CVs (two boundary CVs next to each of the four surface corners, giving a total of eight) could be modified; this may result in positional discontinuity. To avert this, turn Fix Boundary on to ensure that the eight CVs remain unmodified.
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Blend Points
Use the Blend Points toggles, Position Continuity and Tangent Continuity, to set local positional or tangential continuity on or off for surface points (if you are stitching the surface using edit points or CVs). Use the Blend Edge toggles, Position and Tangent, to set local positional or tangential continuity on or off for surface edges. Use the Sample Count value to close any gaps between the surfaces. See Setting the samples along the stitch edge on page 334 for more information.
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Creating surfaces Creating stitched surfaces Click the option box () in the History list menu on the Status Line. Click the option box () in the Inputs pop-up menu in the marking menu. Select Window Attribute Editor. NURBS Modeling
The Stitch Surface History section gives you access to the input surface and the curves that the stitch operation is attempting to stitch to. Click the arrow buttons to select the surfaces or curves if you want to edit them.
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The Fix Boundary toggle is also available in the Channel Box. See Editing the stitched surface in the Channel Box on page 334 for details. Use the Bias value to blend the CVs between the input surface to the stitch node and the result from the stitch operation. A value of 0.0 has no effect. The Positional Continuity and Tangential Continuity toggles are also included in the Channel Box. Type on or off to globally set the continuity for the surface edges. If toggled off (the default setting), the Step Count (or Sampling Rate) is used as the tolerance value. If toggled on, you can set a specific tolerance value.
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or
With the right mouse button over the active surfaces, select Edit Point from the marking menu. 3 4 Marquee-select the edit points you want to stitch together. Select Edit Surfaces Stitch Surface Points.
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If Assign Equal Weights is toggled on, a weighted average of the selected points is performed both in position and normal using an average NurbsSurfacePoint node. If toggled on, all the points are assigned a weight of 0.5. When toggled off, the first selected point is assigned a weight of 1.0 and the rest of the points a weight of 0.0. The default is on.
If Cascade Stitch Node is toggled on, the stitch operation ignores any prior stitch operations on the surface. If toggled off and the surface has had a stitch operation performed on it, the stitch node from the previous operation is used. The default is on.
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The Input Surface box is read-only. You click the arrow beside its name to access the surface to edit it. The Fix Boundary option and the Bias options are included in the Channel Box for a stitched surface. See Editing the stitched surface in the Channel Box on page 334 for details about these options.
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Enter values in the Parameter U and Parameter V boxes to adjust the U or V parameters of the edit points you used to stitch the surface. The Position and Normal information is read-only. These values indicate in which XYZ direction the edit points and surface normals are located.
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The CV Index boxes let you override the default (or initial) position of the CVs you used to stitch a surface together. The CV Position information is read-only. These values indicate in which XYZ direction the CVs are located.
Click this heading, then click the box beside its name in the Object pop-up menu.
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Click this heading, then click the box beside its name in the Object pop-up menu
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NURBS Modeling
For details about changing the weight factors for curves or isoparms, see Determining the weighting factors for the input isoparms (edges) on page 333.
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U direction
1 2 3
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1 2
3 U direction
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Creating surfaces Creating boundary surfaces In the following, the curves are selected so that the U direction is determined by a different picking order.
U direction
Notes
A 3-sided surface is actually a 4-sided surface with one side that has zero length. If the end points of two side curves are not exactly matched, then a short straight line segment will result instead of a zero length line. The zero length side occurs at the apex of the triangular surface. The term degenerate surface is often used to describe a surface with a zero edge length. Although degenerate surfaces are fine for visual purposes, they may not be compatible with all manufacturing systems.
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Automatic is the default option setting. When As Selected is the curve order setting, the order in which you select the curves determines the resulting surface. In the following, the first surface is created by marquee-selecting the curves while Automatic is selected. The second surface is created when As Selected is the option setting and you select the curves in a different order.
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If Automatic is selected and you marquee-select the curves, you get this result.
3 2 4 If As Selected is selected, pick the curves in a different order to get a different result.
The Common End Points options let you decide whether or not the end points should match before the boundary surface is created. If you select Optional, the surface is created even if the end points dont match (the ends of the curves dont match). This is the default. If you select Required, the boundary surface is only built if the end points of the curves match exactly. See the following three-sided boundary surface.
Notice how the curve end points are matched.
To make sure the end points match, remember to select a snap mode from the Status Line when drawing your curves.
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NURBS Modeling
Click to select a point, use the Move Tool and drag to snap the points together.
Global tolerance means the Positional value you set in Options General Preferences Modeling are used. Positional tolerance is used to determine how close the end points need to be to be considered coincident. The default is Global.
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Local tolerance displays the following where you can enter a new value to override the Positional tolerance value you set in Modeling Preferences.
Local tolerance is useful where you want to change these values often, but dont want to change the Global tolerance all the time.
Changing the curve point order and tolerance in the Channel Box
You can toggle the curve Order or End Point selection by typing on or off in the boxes provided in the Channel Box. You can also set the tolerance of the end points by entering a value. These options are also available in the Attribute Editor.
If you select Complete as the Curve Range, the boundary surface is built along the entire profile (or input) curve. This is the default.
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NURBS Modeling
Note
If Common End Points is set to Required, set the Curve Range to Complete. If you select Partial, the boundary surface is built along only part of the profile curves. This also enables you to change the curve range for any of the input curves using the Show Manipulator Tool, thus changing the boundary surface.
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Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options. To change the number of polygons created for the surface when creating polyset data, use the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab to display and edit the Tessellation Attributes and the Mesh Component Display.
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NURBS Modeling
Input Curves
The Attribute Editor for a boundary surface lists the read-only information for the input curves you used to build the surface. Click an arrow button to select an input curve, then click the tab to open its section of the editor. If Partial is the Curve Range in the options window when you create the surface, information for the subCurves is also available. The Order and End Point toggles, as well as the End Point Tolerance slider are included in the options window and the Channel Box. See the option descriptions on page 349 for details.
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Tip
To successfully build a birail surface, the input curves have to intersect the rail curves. If you are building birail surfaces from curves, make sure the profile curves cross the rail curves before you select the birail tools. Open all views to verify the intersection, or try using the front view.
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Prole curve
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To change the options after the birail is created, use the Channel Box or the Attribute Editor. See Editing the single birail in the Attribute Editor on page 362 for details.
As the profile curves are swept along the rails, you can scale them proportionally or non-proportionally while preserving the intersection with the two rail curves. Select either NonProportional or Proportional. NonProportional is the default.
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Click the Snap to points icon on the Status Line, place the first point of the profile curve, and click Snap to points again to turn snapping off.
In the front view, continue to place the points to create the profile curve. Select the Snap to points icon to snap the last point to the last rail curve (remember to turn snapping off afterward).
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Build the birail surface, then while it is active, select a transform mode from the Channel Box. While the pointer is in the Transform Mode box, click with the right mouse button to select a Transform Mode from the pop-up menu.
The following example shows what happens to the birail surface when you switch between the transform modes.
Non-proportional
Proportional
You can use the Edge Blending option, First Edge, only if the profile curve is a surface curve. If First Edge toggled on, the constructed surface is tangent continuous to the surface underlying the profile.
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NURBS Modeling
Since only one profile curve is necessary when building a single birail surface, First Edge is the only available Profile Curves rebuild option. For Rail Curves, the First Edge option refers to the first input rail curve you select when you build the surface. The Second Edge option refers to the second, or last, curve you select.
To display rebuild options and edit the profile and rail curves:
If you toggle one of the Rebuild Options on, rebuild nodes are inserted between the profile curve or rail curves and the birail surface creation node. This means the profile curve or rail curves can be selected from the Channel Box and rebuilt using the parameters and options provided in the Channel Box or in the Attribute Editor. The following shows the Channel Box and Attribute Editor for a profile curve when rebuild is toggled on.
To access the Attribute Editor for the selected curve: Click the option box () beside Rebuild Curve from the History list menu on the Status Line. Click the option box () beside Rebuild Curve from the Input pop-up menu in the marking menu.
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Creating surfaces Using the Birail 1 Tool See Rebuilding curves on page 199 for details about the options provided in this Attribute Editor.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are created by default. See Converting NURBS to polygons on page 252 for more information on the Polygons options.
Transform Mode
The Transform Mode options are included in the options window and the Channel Box.
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The Input Profile, and Input Rail 1 and Rail 2 information is read-only. It gives you access to the input curves you used to build the birail surface. Click the arrow buttons to select the curves if you want to edit them. The Tangent Continuity Profile toggle lets you turn tangent continuity on or off for the input profile curve. You can use this to make the resulting surface tangent continuous to the surface underlying the profile curve. You can also toggle this option on or off in the Channel Box in the Tangent Continuity Profile box.
NURBS Modeling
Note
For this toggle to take effect, the profile curve must be a curve-on-surface.
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To change the options after the birail is created, use the Channel Box or the Attribute Editor. See Editing the double birail in the Attribute Editor on page 366 for details. Most of these options are included in the Birail 1 Tool options window. See Setting Birail 1 Tool options on page 358 for details. Since you need two profile curves to create a double profile birail surface, an extra Edge Blending toggle (Second Edge) and profile curve Rebuild Option toggle (Last Edge) is included in this options window. Surface Blend is the only option that is not included in the Birail 1 Tool options window. Using Maya: Modeling
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The Surface Blend factor value lets you alter the degree of influence the profile curves have on the intermediate profiles of the created surface. For example, a value of 1.0 means the first selected profile curve has a greater influence than the second profile curve. By default, both selected profiles have an equal influence value of 0.5. You can also change the Surface Blend value in the Channel Box. While the birail surface is active, click the heading to display the parameters and enter a new value in the Blend Factor box.
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The Transform Mode and Blend Factor options are included in the options window and the Channel Box. See Controlling the resulting transformation on page 358 for details about Transform Mode, and Defining the surface blend on page 366 about Blend Factor.
Input Profile / Input Rail
Because you use four curves to create a double-profile birail surface, the Input Profile and Input Rail information boxes list all of the curves you used as profile and rail curves. This gives you access to the input curves you used to build the birail surface. Click the arrow buttons to select the curves if you want to edit them. The Tangent Continuity Profile toggles let you turn continuity on or off for the input profile curves. Using this toggle, you can build a tangent continuous surface with the surfaces underlying the profile curves. You can also toggle this option in the Channel Box by typing on or off in the Tangent Continuity Profile boxes. The Tangent Continuity Profile toggles are only valid provided the profile curve is a surface curve (isoparm, trimmed edge, curve-on-surface).
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To change the options after the birail is created, use the Channel Box or the Attribute Editor. See Editing the multi birail surface in the Attribute Editor on page 370 for details. Most of these options are included in the Birail 1 Tool options window. See Setting Birail 1 Tool options on page 358 for details. Since you need two profile curves to create a multi profile birail surface, an extra Edge Blending toggle (Second Edge) and profile curve Rebuild Option toggle (Last Edge) is included in this options window.
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Because you use multiple curves to create a multi-profile birail surface, the Input Profile and Input Rail information boxes list all of the curves you used as profile and rail curves. This gives you access to these input curves you used to build the birail surface. Click the arrow buttons to select the curves if you want to edit them. The Tangent Continuity Profile toggles let you turn continuity on or off across the first to last profile curve.
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Note
For this toggle to take effect, the profile curves must be curves-on-surface. You can also toggle this option in the Channel Box by typing on or off in the Tangent Continuity Profile boxes.
Type on or off
You can also select a different Transform Mode (Proportional or Non proportional) in the Channel Box. While the birail surface is active, select a transform mode from the Channel Box. While the pointer is in the Transform Mode box, click with the right mouse button to select a Transform Mode from the pop-up menu. See Controlling the resulting transformation on page 358 for details.
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