1st Point. 2nd Point. hold shift & drag along Y. Splines
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1 Splines STEP 1: open 3DS Max _ from the Command Panel under the Create tab click on Shapes (note: shapes are really Splines) _ under Object Type click on Ellipse STEP 2: Expand the Keyboard Entry tab type 100 Length & 80 Width _ click on Create _ press esc _ press Z to zoom extents STEP 3: command panel / create / shapes / Line _ Expand the Keyboard Entry _ click on Add Point _ enter 20 in the Z _ click on Add Point Clone - Copy 1 1st Point 2nd Point 3 STEP 4: main toolbar / Move _ hold down the shift key & drag along the Y axis _ select Copy from the Clone Options window hold shift & drag along Y 2 4 1
2 5 Vertex / Transform / Mirror STEP 5: from the bottom of the screen set the Y: -25 STEP 6: command panel / Modify _ click on the + to expand Line _ click to activate Vertex _ in the viewport select the top Vertex _ change the Absolute Mode Transform (world) to Offset Mode Transform _ enter -5 for the Z: to move the vertex down select vertex STEP 7: de-activate Vertex from the command panel _ main toolbar / Mirror _ set the mirror axis to: Y _ set the offset to: 50 _ set the clone selection to: Copy _ click OK 7 STEP 8: lower the top vertex of the new line 5 _ de-activate Vertex Ctrl + S to save the Max file click on move vertex down
3 STEP 9: Alt + W to switch to 4 viewports _ rightclick in the Left viewport to make it current _ from the main menu click on the Snaps Toggle _ rightclick on the snaps toggle _ set snaps to Endpoint only _ click on the red X to close the window Vertex types: Corner / Smooth 9 11 STEP 10: command panel / create / shapes / Line _ using the endpoint snap draw a line from right to left _ (note: start by snapping to the ellipse) STEP 11: command panel / activate vertex _ from the command under display check on Show Vertex Numbers STEP 12: select all the verticies _ right-click _ select Smooth from the Tools 1 flyout menu _ (notice: we now have a smooth spline) _ de-activate Vertex right-click in the viewport draw a line from right to left
4 Attach STEP 13: right-click in the top viewport to make it current _ with the spline selected _ main menu / tools /Array _ enter x: -40 _ set the type of object to: Copy _ set the 1D count to: 6 _ click OK STEP 14: select & delete the original smooth spline _ select the first smooth spline _ command panel / scroll down under geometry _ click on Attach _ click individually on each spline from right to left _ press Esc _ from the command panel re-name the spline to Base Curve Clone - Reference STEP 15: main menu / edit / Clone (Ctrl+V) _ select Reference from the Clone Options window _ re-name it Surface Cross Section STEP 16: command panel / modifier list _ select CrossSection _ click on the last teapot to quick render _ (notice: the cross section modifier did not create a 3D renderable surface) reference bar
5 STEP 17: main toolbar / select from scene (Shortcut Key H) _ select Base Curves _ from the command panel click on the + to expand line & access the sub-geometry _ activate Spline STEP 18: from the perspective view select the middle spline _ using the offset mode transform raise the spline 10 _ (a couple of things to notice: 1. the Base Curves are driving object with the cross section modifier 2. look at the front viewport to see the cross section is creating straight line segments to connect the splines) _ de-activate Spline smooth smooth STEP 19: select the object named Surface _ from the command panel under parameters / spline options _ click on Smooth Edit Spline STEP 20: select Base Curves _ command panel / modifier list _ select Edit Spline _ click on the + to expand line & access the sub-geometry _ activate Vertex _ spend some time creating a more dynamic form _ de-activate vertex straight straight
6 reference bar Surface STEP 21: select the object named Surface _ command panel / modifier list _ select Surface (notice: now we have a 3D renderable surface) 23 STEP 22: (note: everything above the gray reference bar is only effecting the Surface object) _ to continue the direct manipulation we don t need to keep going back to the base curve object _ expand Edit Spline _ click on sub-object Vertex _ (notice: the surface disappeared) _ click on the show end result toggle 21 STEP 23: continue to edit the form _ click on the Teapot for a quick render _ Ctrl +S STEP 24: make the top viewport current _ command panel / create / geometry / Cylinder _ expand Keyboard Entry _ enter x: -40, y: -40, Radius: 1, Height: 50 _ click Create _ press esc
7 Pro Cutter STEP 25: main menu / tools /Array _ enter x: -40 _ set the type of object to: Instance _ under count set 1D to: 5 _ set 2D to: 3 _ enter y: 40 _ click OK 25 STEP 26: select the surface object _ Ctrl + V _ set type of object to: Instance _ name it: Cutter _ command panel / create / geometry / Compound Objects _ click on Pro Cutter STEP 27: click on Pick Stock Objects _ main toolbar / Select by Name _ select all of the Cylinders _ click on Pick _ press esc twice STEP 28: command panel / Uncheck Stock Outside cutter _ Check on Stock Inside Cutter
8 Edit Patch STEP 29: select the Surface object (note: the output of a surface modifier is a patch surface) _ command panel / modifier list _ select Edit Patch _ (this modifier will divide our surface) _ (note: by default no divisions are visible) _ scroll down in the command panel under surface check on Show Interior Edges _ set the Steps: = 3 STEP 30: (notice: the spline spacing = 40 3 steps = 10 ) _ Ctrl+V _ select Reference _ name the reference Structure _ click OK Edit Poly STEP 31: command panel / modifier list _ select Edit Poly _ click on the + to expand Edit Poly _ activate Polygon _ Ctrl+A will select all of the polygons STEP 32: scroll down in the command panel _ under Edit Polygons click on the settings button for Inset _ set Inset Type: By Polygon _ set Inset Amount: 6 _ click OK _ press the Delete key 3 steps spline
9 Shell STEP 33: (note: everything that we have modeled thus far is a surface with no thickness) _ (let s give a thickness to the Structure) _ command panel / modifier list _ select Shell _ (note: the shell modifier extrudes in two directions) _ set the extrusion amount = 3 in both directions STEP 34: select the object named Base Curves _ click on the + to expand Edit Spline _ activate Vertex _ select & move verticies to verify that the Base Curve object drives the Surface, Structure & Columns _ de-activate Vertex Mesh Smooth STEP 35: select the Structure object _ command panel / modifier list _ select Mesh Smooth _ set the Subdivision Method: = Classic STEP 36: scroll down _ under Parameters reduce the Strength: =
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