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RAIL
EXTRUDE TOOL |
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A while back I was asked
- "How do I make a pipe - I mean a real bendy pipe following loads
of twists and turns?".
Now most people would probably make a cylinder with an appropriate number of divisions and then use the bend tool in a select few areas to achieve what they're looking for - this can be tedious however. Another technique is to knife a cross section or two where you'll need a bend and then use rotate on the cross section points etc.. etc.. - All perfectly acceptable - but time constraining and they don't yield brilliant smooth surface results. Now how can we do this easily? If you haven't already - boot up Modeller and in the first layer make a disc - a simple flat one-poly disc - size doesn't matter. Now go to Layer two - with Layer one (The Disc) as the background layer. Make a spline curve with the first point near the center of the disc in the view that you're making the curve in. The easiest way to make a spline curve is to go to Polygon menu - Points and then right click where you want the points to be - when finished press "CTRL" & "p" and you'll make a spline curve. Then manipulate the points in all views to get a nice wiggly curve - a bit like this: |
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now we should pause to
understand a bit about this extrude tool and the options menu that you'll
get when you choose rail extrude.
When you extrude -- the polygon that you're
extruding must be selected (or everything in the active layer
will be extruded) and it must be in the top layer with the curve
in the bottom or background layer - as the extrusion will
follow the curve. When you press rail extrude - you'll see this
Menu: |
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For best results the polygon
to be extruded should be at the start of the curve and perpendicular
to it - but this isn't written in stone. Now as for the segments: segments
are basically the number of divisions or "slices"
along the length of the extrusion
For Lengths and Knots when using these options you specify the number of divisions manually depending on what you require. |
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Right let's look at what
happens with each of these options:
The step for making the extrusion is the same for each case - you have the poly in the foreground, the curve in the background and select Rail extrude: Please bear in mind that you may have to flip the polygon to get the mesh to look correct - I find that generally the Poly' should face away from the start point. You can also flip the start point of the curve. When left on Automatic with Orientation
on: |
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A nice smooth pipe! (smoothing
angle for pipes - 60 degrees usually gives great results) - now
if Polygon count isn't a problem - you're done right here! But if it is
- create the original disc with fewer poly's and we can specify the divisions
manually with Lengths and Knots:
When using lengths - pick say 60
divisions and leave orientation on and you'll get this |
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As you can see more or
less the same - but with the divisions evenly spaced along the
length of the curved mesh. Now there are straightish bits of pipe where
divisions aren't really necessary - so what can we do?
Right - this time we'll use Knots with
50 divisions and orientation left on: |
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As you can see visually
almost the same but with 240 polygons less than the other.
Think about the possibilities - you're
not limited to just discs - for example: |
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Right - you can see
the potential here right? But - here's the good bit - you're not limited
to just one curve! What you just followed was single rail extrusion
- Now we go on to:
Multiple Rail Extrude: Let's say for want of anything better
- that you wanted to make a new spacecraft - an organic one - loads
of weird and wonderful shapes - - why don't we let Modeller do some
creative thinking for us. Make a base polygon for the initial
shape and then make four - YES - FOUR spline curves
for the top, bottom, left and right sides
of the polygon shape you made - A bit like this: |
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All I've done is mirrored the x curve and made a separate top and bottom curve and of course the base poly. Switch back to the polygon layer and apply a surface with 60 degree smoothing if it's not already been one.These curves are going to act as shaping curves for the polygon. Now this time when you choose rail extrude
- a different requester will say hello to you - It'll look like this: ![]() |
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Right what do these
options do?
Well by now you should know the difference between Lengths and Knots from the previous lessons and how automatic or Uniform with manually set divisions work. But what about Strength? Orientated? Scaling?
The effect on the original polygon will be affected by how far away the poly is from the curves at the start point - further away = less affect and vice versa. IF THIS IS CONFUSING RIGHT NOW - DON'T WORRY THE PICTURES LATER SHOW HOW AND WHY
IT WORKS ![]() |
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Cool eh? Imagine having
to spline patch that baby!
Right now I'll run through the options and how they affect the mesh using a table with just the resultant OpenGL previews Just click undo and redo the operation
with the different settings |
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Lengths - Uniform
- 120 divisions -
Strength=2.0 Orientation & Scaling |
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Knots - Automatic
Uniform with 120 divisions produces a similar result Strength=2.0 Orientation & Scaling |
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Knots - Automatic
Uniform with 120 divisions produces a similar result Strength=2.0 Just Scaling |
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Knots - Automatic
Uniform with 120 divisions produces a similar result Strength=2.0 NO Scaling or Orientation |
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Lengths - Automatic
Strength=1.0 Scaling & Orientation Note how the strength's lower value lessens the curves affect? |
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Lengths - Automatic
Strength=5.0 Scaling & Orientation Note how the strength's higher value exaggerates the curves affect? |
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Now lets play with the
original poly for a shadowy feel ;)
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quite often with Lightwave
you have to think laterally - do it the easy way - not the
hard way - ESPECIALLY if the resultant mesh doesn't need to be
superbly accurate..
Take this for example: ![]() |
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Just make a disc
- and four curves as shown then rail extrude with these settings:
Lengths , Uniform, 60 divisions, Strength = 1.8, No Orientation - Scaling activated And VOILA! ![]() |
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Now - show me a quicker
way of modeling a basic leg mesh - and I'm all ears! ;o)
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© Meshweaver 2005 and beyond |