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INTRODUCTION
3D editorMoI3D (Moment of inspiration)- "young" pre- is the instigator of a growing
trend among developers to create "friendly" programs that focus on ease of learning, speed,
and usability. This refers to a potential user for whom 3D modeling is often only one of the
creative tools, and who does not have the time (and even the need) to master "heavy"
universal 3D "full cycle" editors.

Of course, one of the leaders of such an "ideology" -Google SketchUp, and in this
tutorialMoI-3D(hereinafter SU and MoI)– is considered, among other things, as an excellent
addition or “business partner” to this wonderful program. The fact is that for all the
advantagesSUHowever, it is still initially focused on architectural modeling, i.e., in a broader
sense, relatively simple technical forms. But for the design of engineering objects - industrial
designs, machines, etc., toolsSUnot very suitable. Confirmation of this is the appearance The
existence of numerous script plugins with which this gap is constantly trying to fill the
enthusiastic “sketchupers”.
All well-known CAD-editors of engineering, industrial 3D design use the so-called
mechanisms most suitable for these tasks.NURBS-modeling, and therefore (very briefly and
simplified) it is still necessary to start with a theoretical introduction.
In 3D editors, two main types of three-dimensional modeling are most often used -
polygonal andNURBS(or spline) or a combination of both. Polygon modeling is grids of flat surfaces
(polygons), their edges and vertices that form volumes. And, accordingly, a mechanism for
describing and editing the spatial coordinates of each of these elements of each surface in the
model. Without delving further into the description of this type - an idea of polygonal modeling
just givesSU, which uses this mechanism in its "pure form". NURBS- an abbreviation forNon-
Uniform Rational B-Splinesor (classical translation) - heterogeneous new rational B-splines. This
modeling is based onSplines (Splines)- smooth, general case, curved lines. To determine them, the
coordinates of the beginning and end and the formula for describing the nature of the curvature
are sufficient, which makes it easy to create complex, absolutely smooth and smoothly curved
surfaces, conjugations, etc. on their basis. You can give a very conditional analogy (understandable
for those working with 2D graphics), illustrating the fundamental difference between the polygonal
and spline mechanisms: splines are the samebezier curvesin vector editors, and polygon grids can
be compared with a mosaic of pixels in raster images.
Concluding the topic of comparing these two mechanisms, it should be noted that,
nevertheless, spline modeling cannot completely do without polygonal modeling in practical
application. If only because most often the end result of 3D modeling is the image obtained by
rendering the model, and this, first of all, is the materials assigned to the surfaces, i.e. the
same polygons. So forNURBS-editors, there is also the task of transferring, converting data
into polygon grids (Meshes), and, looking ahead, we say -MoIhandles it great!
It should be noted right away that the authorMoI Michael Gibsonwas the developer of the famousNURBS-

2
editorRhino (details about the history of creationMoIcan be read on the website of the program
http://moi3d.com).From this it is clear why the "native" file formatMoIis the same as atRhinoformat
.3dm- even, perhaps, it is possible to characterizemoi,as simplified and lightened- ny analogue
Rhino,although, of course, these are two completely different software products ...
So why exactlyMoI3Das "business partner"SUfor the following functions:
1. Powerful toolkitNURBS-modeling, including excellent drawing functions,
specific to CAD editors.
2. A related ideology of user friendliness is, first of all, an intuitive pro-
simplicity and convenience of the interface, which means ease of learning and practical work.
Moreover, some solutions of the program controls are completely similar - for example, the
navigation system in the scene using mouse buttons.
3. Direct supportSU-the same conversion into polygon meshes of excellent quality
saving the model in the format.skp. It is also possible to import modelsSUinMoI(through other
intermediate formats).
4. High-quality smooth display of the workspace even at low-cost
bad video cards.
5. Special elaboration of the interface for the ability to work not only with the mouse and keyboard
viatura, but also on a graphics tablet, which is certainly important for constantly working on
this input device.
6. Obvious prospects, dynamic developmentMoIfrom version to version with "grinding-
Coy” already available and the emergence of new features, functions, etc.

Tutorial content:
Chapter 1. INTERFACE. SETTINGS ... p. 4
Chapter 2. HOW IT WORKS ... p. 13 Chapter 3.
DRAWING ... p. 20
Chapter 4. EDITING. VIEW. SELECT... page 24 Chapter
5. DESIGN... page 28
Chapter 6. TRANSFORMATIONS... page 41
Chapter 7. MOI > SU > RENDER... page 47

For individual, particularly significant points or as additional information, the textbook


includes clarifications, recommendations, notes and comments - they are highlighted in the text
as this paragraph.

From the author


This training material is based on the author's translation of the manual and other training
materials forMOI3D v.2and detailed testing of options and tools program items. The additional
comments, notes and methods of solving individual problems given in the textbook express only
the personal assessments and experience of the author in the program, and, of course, do not
pretend to be the only correct ones.
I would be grateful for feedback, comments, comments on the book, ready to answer any
questions(write:[email protected] )And, of course, I wish you creative success!
Alexander Petelin

3
Chapter 1.
INTERFACE. SETTINGS
ATMoIinterface device is extremely concise, "transparent" and dynamic - depending on
From the current task, the interface opens (and closes) data entry and control windows,
“prompts” the user the necessary actions step by step, if necessary, requests the input of
numerical values, etc.

Workspace organization
Its main part is occupied by default by views (windows) of four projections – three
orthogonal and one perspective. More on managing them later, but for now, we only note
that no additional actions are required to switch to the desired projection - just move the
cursor to the desired window.

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Chapter 1. INTERFACE. SETTINGS

Bottom panel with text menus, interface controls, etc.:

File: contains a list of recently opened files and standard opening /


saving files:

open- opens:
• 3D formatsNURBS:.3dm, .igs(.iges), .sat, .spt(.step);
• 2D vector graphics formats:.ai, .eps, .pdf.
In addition, these files can be opened by simple drag and drop.(drag&drop)from Pro-
driver, this will display a window with a request - open a new file (respectively, closing the
current one) or place the loaded model in the current one.

Save Save as-saves3D data:


• NURBSin formats.3dm, .igs(.iges), .sat, .spt(.step);
• polygonal meshes in formats.obj, .stl, .3ds, .lwo, .fbx, .skp.When they are saved, it outputs -
Xia dialog boxMesh options(detailed below) conversion settingsNURBSinmesh.
• 2D curves -.ai, .eps, .pdf.

Newis the standard command to open a new "empty" file.

Import- same as commandopen, but without deleting the current data, i.e. new model
is added (embedded) to the current scene.

Export- same as commandSave As, but if the whole scene is saved with it, then here
– only the currently selected objects.

undo, redo, Delete– standard commands for canceling, redoing options, deleting
selected.

Viewport: The viewport configuration panel allows you to


choose orSplit– simultaneous separate display4 view windows (projections), or one large window of
any view. Switching to the orthogonal view of the "reverse" direction - by the second click on the
name of the view, for example, the second click on the titleTop (Top)will switch the window by the
lookbottom.

Numerical control panel for current coordinates, remote


her and the angle of movement of the pointer. Here you can also enter the necessary (forced)
numerical values of these parameters, which are triggered during subsequent displacements and
rotations.

Note that the input of the same data is most often duplicated when executing specific commands -
there all the necessary numerical values are entered simply from the keyboard according to the step-
by-step "tips" of the interface (detailed below). Thus, most actions can be performed without using

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Chapter 1. INTERFACE. SETTINGS

this panel, if you do not need to assign forced values of numerical values.

Data can be entered directly from the keyboard (confirm -Enter) or in the windows
themselves, or in the pop-up number pad (this is useful when working with a tablet pen). It is
possible to move step by step between the input fields by successive pressing of the keyTab.
XYZ– is activated by entering numerical values of the coordinates and causes the pointer to move
tel to this place in the scene. Keyboard input format options:
x,y,z- three digits (coordinates) separated by a comma or a space (Space);
x,y- two digits (coordinates) separated by a comma or a space (on the "ground",
z = 0) 0- places the pointer at the origin (0,0,0).
rx,y,zorrx,y- prefix3D or 2D coordinates (r - relative, i.e. relative to) the previous
points.
Distance- activated by entering numerical values (if from the keyboard - just enter
one night number) and causes the pointer to move that distance from the previous position.
This, for example, can be used when drawing a line to specify its fixed length.
Angle– is activated by entering numerical values (deg.) in the box and assigns a fixed ny step of rotation angles.
When entering from the keyboard, the following formats are possible:
<45– i.e. symbol < and number in deg. Combined with distance:4<45– i.e. distance, sim- ox <
number in deg.

Snap: control panel for snap types (sticking) in any, most-


more convenient in a particular situation, combinations. The buttons highlighted in orange
indicate the binding mechanisms that are currently enabled, those that are not highlighted
indicate that they are disabled. When placing the pointer on the buttonsGrid SnapandObject
Snapon- is a triangular pointer that opens the quick settings windows: forGrid Snap– cell
sizes, showing/hiding the grid; forObject Snap– activation / deactivation of characteristic
construction control points for bindings.
ForStraight Snap, which forces the pointer to move only along a certain direction, the
default angle is 90 degrees. This angle can be changed in the settingsOptions > Snaps, in the
same place – activate/deactivate other factors of the option (along the vertical, tangential,
perpendicular, normal to the surface).

Options / Help (Settings / Help):


Help- links to reference information.
The small arrows to the right switch the desktop tofull screen– full screen re- bench press
Windows.

Here it makes sense to consider in detailOptions, defining the basic settings of the program
- the working environment in which we will continue to work.
In principle, the default settings are quite optimal for mastering the program and work,
so you can skip this part for now and refer to it later, as needed.

• General - Basic work environment settings:


Units of measurement in the scene, their scaling parameters (including when importing third-party
models). It is easy, by the way, to notice the almost complete analogy of these settings with the adopted

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Chapter 1. INTERFACE. SETTINGS

tymi inSU.
Changing the size of panels, buttons and other interface elements by the engine in
interactive mode.
Changing the arrangement of toolbars, buttons, etc. in the workspace. Assign a
template file for new files with saving changes to settings and the ability to return to
default settings.

• Shortcut Keys - Hot keys:


A small part of the hotkeys is already installed, incl. with assigned and immutable
functions:
Enter- similar to pressing a buttonDonecompletion of the command during its
execution, and outside commands - Calls up the last used command. A similar action is by
right-clicking in an empty space.
Esc- similar to pressing a buttonCancelcanceling a command during its execution, and outside the command dy
- removes the selection from the object (objects).
To create new hotkeys, click the buttonAdd- a new empty line appears: in a collumnkey
write the combination in the columncommand– corresponding command or op- script
division.
Letters or keys can be used:F1...F12, UpArrow, DownArrow, LeftArrow, RightArrow,
Home, End, PageUp, PageDown, Insert, Delete, Backspace, Space, as well as combinations:
Ctrl+ , Shift+, Alt+.
For a complete list of commands and scripts (which can be written instead of commands according to
certain rules) and other detailed information on this topic (including scripts themselves), see the offsite forum:
http://moi3d.com/forum/and sitehttp://kyticka.webzdarma.cz/3d/moi/#PluginGallery.

• View - View:
Parameters for displaying model polygon meshes.
Workspace design options - background color, 3D window (perspective or

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Chapter 1. INTERFACE. SETTINGS

parallel projection), lines, axes, etc.


Camera lens options.
It is hardly necessary to describe the effect of each item - many of them are obvious, with others it
makes sense to get acquainted with practical testing.

• Grid - Grid:
Display parameters (show/hide), sizes, cell structure of reference (marking) grids in
projection windows.
Colors, thickness, linetype of grids.

• Snaps: Snaps:
Parameters of action of snaps to objects and lines of layout grids in projection windows.
Let's take a look at the listObject snap options/Snap tois, in fact, an analogue of the design
ration pointsSU– control points that define the geometry of the object. And as soon as placed when
the tool cursor is placed on any element of the construction (edge, surface, etc.), “crosses” appear
on it at the places of control points, and when these points are hit, a pop-up text hint of the nature
of the point (final, middle , central, etc.). Moreover, the points “work” not only on the visible parts of
objects, but also on the hidden, “reverse” sides (they are shown more pale).

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Chapter 1. INTERFACE. SETTINGS

• Import/Export: Import/Export:
Specific data transfer settings for several formats.

View Control Panel (Navigation)


Located at the bottom of every viewport. When the cursor is placed in the window, the panel
appears in a semi-transparent form, and when the cursor is placed directly on it, it “appears” and is
ready for action. Directly use buttonsZoom, Pan, Rotateconvenient when work with the pen of the
tablet (you can also use the mouse), or you can not use them at all, using the usual navigation with
the mouse buttons:

areaallows, after clicking on the button, to select a rectangular zoom zone


alternatingspecifying two points - the center of the view and the cornerThe that forms the selection
rectangle. The center point becomes the pivot point of the view - this can be used in the 3D window. After
working out, the option is automatically disabled.

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Chapter 1. INTERFACE. SETTINGS

Zoom (Magnifier):
- pull on the buttonany pressed mouse buttonup/downh;
- turn the wheelmice(back and forth)

Pan (Panorama):
- pullon the button with any mouse button pressedup/down/left/right;
- drag with the middle key pressed(wheel) mouse

Rotate (Rotation in 3D view):


- pull on the buttonany pressedkeymice;
- right click dragmice.

Note that navigation directly on the Magnifier, Pan and Rotate buttons, which is necessary
for a tablet pen, is hardly convenient for a mouse. At least for the reason that the movement has
some inertia, which is unusual and actually just slows down the work.

Reset– enlarges the image until all objects of the scene are displayed on the entire window.
The same command sets the center of rotation to the center of the object. If something is
preliminarily chosen, thenfirst clickfocuses the view onselectedan object,second click– to all
objects in the scene. Cryright clickmouse executes this option at the same timein all projections.

Window size buttons:


The minimize / restore / close buttons are located in the upper right corner of the program
screen. ButtonX(only in a maximized window) closes the window andMoI. In other modes, similar
standard buttons are used.Windows. The name of the current file is also shown here.

Side panel:
On the panel are placed vertically, from top to bottom, several drop-down (and close by
clicking on the header) palettes:
Task bar.This area changes depending on the currently running command (if no task -
empty).
The command palette is actually a toolbar and options bar.
These two interrelated parts of the interface will be discussed in detail when studying
specific commands.
Scene Browser is a scene structure browser that is designed to organize objects complex
scenes - actually works for selecting and hiding / showing (by clicking on the “eye” symbol) objects
by type: option to select from the list and hide / show the desired one.
From its default location, the palette can be moved inside the workspace (Options >
General > Scene browser position) - to the right to the sidebar or to the left edge.
Clicking on the "+" / "-" buttons expands the list:
• Groups- does not work in the described version yet.
• Objectsare the names of the objects. Before assigning a name when selecting an object in the panel
tasks we see the designationUnnamed (No name)- by clicking on it, an edit window opens in
which you can enter a name, and you can give one name and several selected one

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Chapter 1. INTERFACE. SETTINGS

objects at the same time.


• Types– types of construction elements:Curves (Curves), Solids (Solid State), Ed-
ges (ribs), Faces (Surfaces). Below -All objects (All objects)on the basisselected / unselected
(selected / unselected).
• Styles (Styles)- conditional color designations of objects (more precisely - forming objects -
you are crooked). We select an object, in the task palette under the name we see the default
conditional color, which can be changed by entering its editing mode, or from this expanded list of
colors by clicking on one of the colored squares:

Of course you can change them.(Edit Style)and add your(Add new style)by clicking on
the blue right arrow to open the standard Windows color palette.
Because inMoIthere is no concept of materials that need to be transferred to another editor,
in the described version, these conditional colors work only inside the editor.

Construction Lines:
In addition to snaps to grids, directions, and objects, there is an additional mechanism for
creating guides for precise snapping and alignment when drawing. They can be created at any time
with any of the included drawing tools (Draw Curve, Solid):indicate the old point > hold (without
releasing!) the left mouse button and drag the line. These endless lines are automatically
deleted after the completion of the current command (!).
After creating a guide, an arrow marker appears above the cursor - if you click on it and
hold down the key for a second, a dialog box appears for additional numerical control over
the movement of the created guide:

Relocate line- the ability to move the mouse to any other place parallel to the mine to
myself.
Reorient line– the ability to rotate with the mouse (the first point of the guide becomes
center of rotation). In this case, all control points on the guide remain in place, which can, for
example, be used to measure certain distances and transfer them to other

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th place. The example shows measuring the distance on the edge of the box and using it to
build a cylinder:

Rotate line- option to enter the numerical value of the angle to rotate the guide to the
desired corner. This can be used, for example, to set a guide at a given angle on one of the
control points of an existing object. By the way, the same thing can be done when initially
drawing guides using the distance and angle mechanism (before specifying the second point,
we exit the projection window to the panel for specifying values).
division snap– option to create on a guide exceptmidpoint (midpoint)additional telny, with a
certain crushing step (1/5, 2/5, 3/5, etc.) of the distance from the first to the last point of the
construction of the guide.
Project next pt - option to create a duplicate of the end point at the desired distance. This makes
it possible to snap to another object (project onto the object) and find the relative height of a point along
the line. In the example, first the end point of the guide is determined by projection onto the corner of the
cube, and then a cylinder of the same height is constructed using it.

As you can see, another solution, almost similar to SU (and with the same name). But perhaps
even more advanced...

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Chapter 2
HOW IT WORKS
Typical modeling sequence in MoI:
1. Drawing basic contour curves that define the profiles of plane figures -
basics of future 3D objects or ready-made 2D primitives are used.

Note that MoI has a powerful, full-featured drawing engine (drawing), typical of CAD
editors, which in itself, in itself, is of value for its advanced features of a design drawing
tool.

In this case, you can use a bitmap image that is loaded into the scene as a drawing
underlay.
2. Contour curves are used to createsurfacesorsolids (solid objects)
projects)design commands, or ready-made3D primitives.
3. After creating the original 3D objects, their refinement, editing, modification is available.
cations with a wide range of special tools and options.
4. The resulting model (form) is converted (exported) into other necessary forms
mats for transfer to programs for polygonal modeling, rendering, etc. – to refine and obtain
the final product.
Let us clarify two fundamental points: firstly,MoI-"pure" modeler,having none what other
mechanisms and functions, and secondly (once again) - the methods of modeling the program are
significantly different from the methods of polygonal modelers and are rather similar to drawing
(drawing), since the shapes of objects are always determined by the original, basic curves.

Selection options:
For commands for editing or manipulating objects, it is usually necessary to pre-select
them, and before running any of the commands, we are inSelection Mode. If you do not do
this, but start by selecting a command, the program will still “prompt” the need for a
preliminary selection of the object of its influence.
Selection / deselectionperformedalternate clickson the object.
When moving the cursor overunelectedit is illuminated by the objectexternal yellow
contour, signaling the possibility of his choice.
Afterchoicethe entire object is highlightedyellowcolor.
When moving the cursorover selectedit is illuminated by the objectouter dark
contour, signaling the possibility of deselecting it.
Before activating any of the commands, you can "immediately"grab and moveobject with mouse

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Chapter 2 HOW IT WORKS

at this moment it is automatically selected, and when moving to moving another object, the selection is
deselected from the first one.
Multipleselection is easyby successive clickson objects, i.e. on- keystrokeShiftis not
required (although it works in this, familiar, version).
There is also a choice ofstretchable rectangle”, the corner points of which are givenon
an empty workspace. It has two options for functioning, completely similarSU: when
stretchedfrom left to rightchoose only what is completelycoverage- poking borders
rectangle; when stretchedfrom right to lefteverything is chosenspan and crossits
boundaries.
Forwithdrawalschoice fromall objects at the same timeclick onempty areaworking
space orEsc.
Some options may requireselect only partobject, for example, only an edge or only a
surface. It's runningdouble click- the first click on the desired element selects the entire
object, the second - the element itself ("sub-object").

Starting, executing, canceling commands:


All commands (tools that perform certain options) are located in the sidebar and are
grouped into palettes according to their functional purpose. Some commands fire
immediately and end immediately, others wait for successive actions (stages) by cursor clicks,
selection of additional objects or assignment of various parameters before completion.
Sometimes it is necessary to confirm the completion of the command step by clicking on the
button Doneinside the command window.The next time you press the keyEnteror right click
mouse (similar action) inside the projection window, a transition occurs to the state of
readiness for executing the same command (with another object, for example). Some
commands have a special switchRepeatsimilar purpose.
The execution of the current command is canceled at any time until it is completed with the buttonCancel inside
the command window or by pressingEsc.
When a command is run, the corresponding information opens in the command palette
(top of the sidebarMoI). A hint on the expected action also appears here, for example, when
we run the commandLine (Line), a hint appearsPick start point– i.e. you need to do this
either by clicking in the workspace, or by specifying its coordinate nat in numerical form.

Below the prompt for a command, additional controls may appear in the form of a text
input box, buttons, switches, etc. to assign her behavior.

Object editing frames:


This device allows you to quickly perform several "running" options on the selected
object without using similar special palette commands.Transform. After selecting an object, a
dimensional frame appears around it with manipulators-captures - 4 angular and one arc
arrow (for flat figures andplan-surfaces in all projections, for 3D bodies - except for the 3D
window). By default, this option works according to the principle: always from the geometric
center, as a starting point (fixer) - itscircle symbolappears when you place the cursor on
grips.
Scaling:
• 3D, in all three dimensions (i.e. proportionally) - forcornergrips, pulling
themdiagonally,the same - with the key pressedShiftin any direction.
• 2D, only in two directions (i.e. disproportionately in both directions along the line of movement

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Chapter 2 HOW IT WORKS

cursor)- behindcornergrips by dragging them alonghorizontal or vertical.


• 1D, only in one direction - similar to the previous option, but you need to pre-
variably shortclick on the corner grip -the starting point (fixer) is moved to the oppositeedge
(corner)dimension, which then allows scaling from this point in only one direction.

Rotation: forarc grip (shootery)you can right nowturnobject around its geo- metric
center. If preliminarily shortclick on the arc arrow, an additional device appears - guides "
hoops" andcircle symbolgeometric center. Now you can drag the center to another position,
and rotate the object by pointing to the "hoop" the starting point and "sliding" along it (which
is especially convenient in the 3D window).

Mirroring:
To get a mirror copy of an object, use1Dscaling. We place the reference point to the
edge of the outline frame and drag the grip through it through the line of symmetry until the
tip appearsMirror. When completed, a mirror copy appears and the original original remains
at the same time.

Symmetric editing:
This is actually a continuation of the previous option - the mirror copies built in this way
automatically repeat the changes in the original. Note that changes not in the original, but in
the copy “disable” this feature.

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Chapter 2 HOW IT WORKS

With key pressedctrlall editing manipulations with the frame-dimension will be proceed
not from the original, but from its newly createdcopy.
And keep in mind the possibility of obtaining accurate results by changing types, lines
and anchor points, text hints, as well as using the input of forced numerical values in the
lower control panel.

As you can see, the scaling frames are another solution similar to SU, however, in a
different, perhaps again more functional technical solution. Note, for example, that along
with the rotation of an object, its markers also rotate, which means that the scaling
directions are tied to the object itself (but only until the end of the current editing session),
and not to the axes of the scene, which in SU creates certain difficulties.

Parameterization
Another feature of the drafting and modeling mechanismMoI, which should be emphasized
in particular, is the parameterization used in most CAD programs. What does this mean? It is often
necessary to edit an already created model, to correct something, to resize somewhere, and here a
significant advantage of parametric editors begins to appear, since in them the elements retain,
“remember” the connection and “relationships” of the construction elements with each other.
friend.
The first example is the mirror image we just looked at. Or – having built a complex
volume by extruding profiles along a certain path-guide, we can return to its editing at any
subsequent moment. Selecting an object, we see the curves that formed it and, changing, for
example, the nature of the path, we immediately get a completely different volume. In a non-
parametric editor (especially in a purely polygonal one), you would have to edit the volume
again, which would take much more effort. Obviously, even in simple situations, parametric
editing has an advantage, and in complex three-dimensional models it can reduce the
complexity of work by an order of magnitude. This significantly reduces the risk of making a
mistake when changing, and in addition, there is no need to immediately absolutely
accurately maintain the geometry,
Another significant advantage is the use of parametric modeling for generic design. For
example, often when designing new products, an existing project is taken as the basis and it is
adjusted - new elements are introduced, dimensions are changed, some parts of the product
are replaced. And here it becomes possible to create some initial parametric project, with the
help of which you can subsequently design and build any of the possible options in the
shortest possible time.
By the way, it is easy to see thatDC (Dynamic Components) SUalso use fur nizm and
principles of parametric modeling.

Moi and realtime


UserSU, starting practical developmentMoI, probably immediately notices the
difference in the reaction of the program to the use of commands and their display on the
screen. If forSUcharacter- for an almost instantaneous reaction, say, to scaling, resizing, etc.,
then MoIsometimes it takes some time to work out (calculate and memorize parametric data)
commands). And the more complex the resulting volume, the more time it may take - so we
accustom ourselves not to rush to move on to the next action, we pause,

16
Chapter 2 HOW IT WORKS

waiting for the result.


At the same time, one of the most “uncomfortable” featuresSU- perceptible slowdown -
redrawing the image on the screen for complex, "heavy" models, inMoIpractically absent. In it,
you can easily manipulate (rotate, pan, zoom in, remove) the image of any, the most complex
model with excellent quality of displaying lines and surfaces almost in real time. WhereinMoI
does not present any elevated requirements for the performance of a computer and, in
particular, a video card.

NURBS > Mesh


Since (as already mentioned)MoIdoes not have any rendering and presentation mechanisms tion,
then, as a rule, the final part of the work is the transfer, conversion of the smoothed surfaces of the model
into one of the flat polygon mesh formats. And then (typically), having opened the model in a polygonal
modeler, we assign materials, finalize the scene and transfer it further - to photorealistic rendering. And
note that this task of passing data through optionsSave (Save As)andExportthe program works great!

Note that the mechanism for setting the mesh parameters provides a unique opportunity to
easily and quickly obtain several options from the same MoI model when converting to meshes -
from the most “economical” low-poly (Low-Poly) to the highest quality and detailed (Hi -poly). And
such a need is obvious – for example, for a vase in an interior scene, a low-poly model is quite
enough, and for photorealistic rendering of a vase as a separate item, you need the most
elaborate one.
At the same time, in the same SU, in order to obtain Low and Hi variants, one has to actually build each of them
separately “from scratch”.

So, when saving the model (scene)MoIin polygonal formats a dialog appears Window
(Minimized or Expanded):

Fewer > More polygons (More > Less polygons)- the number of polygons (assigns- by
moving the slider) - the more, the smoother, but also more dense mesh ("gravity").

17
Chapter 2 HOW IT WORKS

wishing" model). In this case, depending on the selected parameters, a different number of polygons and
vertices is generated - these data are interactively displayed in the upper right part of the working
window.
It must be borne in mind thatMoIadditionally aligns the mesh vertices along the edges
between connected surfaces, so it makes sense to first use the possibility of merging parts
into one solid body to the maximum in order to obtain a simple, economical, “transparent”
mesh of polygons. About special commands for this
- more details below.
output– option to control the types of created polygons:N-gons (more than 3 or 4
sides); Quads & Triangles (3 or 4 sides); Triangles (only 3 sides).The possibility of such
selection (and the appearance of this item) depends on the specific format, and if the format
supports several types, we choose for reasons of a better result.
Weld vertices along edges (Merge vertices along edges)– distribution control option dividing
the vertices of neighboring polygons along a common edge. When this option is enabled, two vertices
with the same coordinates are merged into one, when it is disabled, each polygon has its own
independent vertices.

This option may be relevant when rendering (for example, for "sketch" rendering, you
need to have separate vertices) or for further editing in polygon programs. In addition, some
programs may not perceive merged vertices at all.

Angle– control over the maximum angle between the normals of neighboring polygons. How the
smaller this angle, the denser the mesh of polygons, the more subdivided and smoothed the surface is
created. In fact, this is analogous to setting the number of polygons with a slider, but with the ability to
enter exact numerical values. We see that these options are interconnected (changing one, respectively,
changes the other)
Divide larger than (Divide longer than)– the option provides the possibility of
optimization grids in certain areas. By entering a numeric value, you can split long polygons
into smaller parts - this can be used to add detail to surfaces (curved - curved, planar - flat or
all - all). In the example, the value entered is 5 (in assigned project units).

eighteen
Chapter 2 HOW IT WORKS

Avoid smaller than– the option allows you to avoid the appearance of too small
polygons and reduce the total number of polygons by assigning a numeric level. For example,
a small detail on a large volume, which makes sense to simplify, since it will not be shown in
detail on rendering anyway.

Aspect ratio limit- option of another option for subdivision of long 4-sided polygons by
entering a number - the limiter of the ratio of the lengths of the sides. In the example, the number
2 is introduced, due to which we obtain a more regular grid.

nineteen
Chapter 3
DRAW / DRAWING
DRAW CURVE (DRAWING FLAT CURVES)

Lines > Lines:


Line (Line)– draws a straight line along the assigned two endpoints. (two
clicks).

Polyline (Polyline)– draws a curved line from connected line segments, on-
valued by successive clicks. Clicking with the right mouse button ends the construction. You
can later use the optionEdit / Separateto divide it into separate segments.
For accuracy, we use binding interface elements, input of numerical values of length and
angles.

Freeform > Freehand, i.e. smooth curves:


Control points- the nature of the line between the initial and the next
The tie point is determined by the directions of the tangents at the specified control points (click
points).

Through points- the nature of the line is determined by the position of the indicated
clicks of control points, directly through which it will have to pass.

Sketch- free drawing (as with a brush or pencil) with a pressed key
mouse neck and automatic curve smoothing.

twenty
Chapter 3. DRAWING

When drawing lines and curves:


1. If you need to sequentially draw several objects of the same type, activate
eat switchrepeat,or, similarly, after the completion (of the last point) we click the right howl with
the mouse button.
2. If a sharp corner (break) of the curve is needed at the point of the curve, enable the optionmake corner
pointor holdctrlon click.
3. Until the drawing is complete, the undo commands will sequentially delete the last
the specified point.
4. When the end point is aligned with the start point, the curve is automatically closed
howl.
5. At any time, you can return to editing curves by turning on the option to show the end
breakpoints and control vectorsEdit > Show pts(detailed below).

Rect > Rectangles:


Corner (At the corners)- drawing but two assigned opposite angles. After
specifying the first point, you can enter dimensional values:width value >Tab > Heights >
Enter.For gettingRounded corners (Rounded corners) activate this switch and assign this
value as the last step of entering numerical data. You can also round corners by dragging the
pointer, manually.

Center (From the center)– similar to the previous one, but the center point is assigned first.

3 pts (Three points)- similar to the previous one, but first the angles of one
th edge, then one of the corners of the opposite side.

Polygon > Equilateral polygons:


Center (From the center)- enterSides (Number of sides)\u003e specify the center point\u003e
specify the point of the radius value(or enter in the panelDistancee).

Edge (On the edge)- enterSides (Number of sides)> specify the 1st point of the edge>
refine (rotate) the position > specify the 2nd point of the edge(or enter the length of the edge in the panel whether
Distance).

Star (Star)- enterSides (Number of sides)\u003e specify the center point\u003e indicate-
we get a point of radius value(or enter in the panelDistance). Two style optionsStyle: Autori-
vanities in fixed "classical" proportions,Customallows you to change them by specifying the internal
early radius.

Circles > Circles:


Center (From the center)- Paintingspecifying the center point and radius (or diameter-
switching with a small arrow at the numerical window). Switch activationVertical– ri- sticking
in a plane perpendicular (rotated by 90 degrees) to the plane of the plan.

21
Chapter 3. DRAWING

Diam (By diameter)- Paintingindicating two points (diameter). Acti-


switch positionVertical- similar to the previous one.

3 pts (Three points)– drawing in sequenceindicating three points, lying-


on a circle.

Tan (Tangential)-indicatetwo (or three) points on two (or three) existing


curves >indicatethird (fourth) point that defines the radius (diameter) > fourth click
indicateposition (direction)- we get a circle tangent to the con- control points of existing
curves.

Arc > Arcs:


Center (From the center)-atshowcenter >indicatestarting point >indicatetre-
tew point that defines the angle of the "correct" arc with a constant radius. Switch
activationEllipticalallows you to set the third point to another position to obtain elliptical arc.

Cont (Continued)-indicatestarting point at the end point exist-


curve > specify the second point that defines the angle (or enter its numerical value)- we
get an arc tangent to the end point of the existing curve.

3 pts (Three points)-Paintingconsecutive indication of three points of the arc.


Style:two options for the sequence of specifying the points of the start, end and on the arc (or start- howl, on the
arc and the terminal).

Tan (Tangential)-indicatetwo (or three) points on two (or three) beings


curves >indicatethe third point that defines the angle (or enter its numerical value) >
fourth clickindicateposition (direction)- get an arc tangent to endpoints of existing curves.

Ellipse > Ellipse


Center (From the center)- Paintingindicatingcenter point and two axis magnitude points.
After specifying the first point, you can enteraxle dimensions:width value >Tab
> height > Enter.

Diameter (By diameter)- Paintingindicatingtwo points (diameter value).

Corners (At the corners)- drawing pabout two designated opposite corners of the gaba-
rhytny rectangular. After specifyingthe first point, you can enter dimensional quantities:
Dim Width > Tab > Height > Enter.

More > Others

22
Chapter 3. DRAWING

Point– drawing a single objectindicating a point. Can be used


is called in further constructions as a reference element.

Helix (Spiral)- drawing spiralsindicating:the first point is the beginning of the central
axes > the second - the direction and length of the axis (spiral) > the third - the starting radius
of the coil(or maybe but enternumerical value). After activating the option, you can switch to
Taperedtype of spiral, i.e. along the waytwo radii are entered (of the first and last turns). After
completion, you can change the interdependent parameters:turns (number of turns) or pitch
(distance between turns) over the total length of the helix. Can be builtflat2D spiralby selecting
after the first point (center) the optionflat spiral, and indicatingtwo radii (start and end).

DRAW SOLID

Plane > Plane (open flat surface):


Corner (At the corners), Center (from the center), 3 pts (three points)– similar
drawing optionsRectangle.

Box > Box


Corner (At the corners), Center (from the center), 3 pts (three points)- similar
but drawing optionsplanes, but addedthird dimension- parameterExtrusion (Extrusion).

Sphere (Sphere)- similar to drawingcirclesindicatingcenter points and


radius (diameter).

Cylinder (Cylinder)- similar to drawingcirclesindicatingprice points-


tra and radius (diameter), but a third dimension is added - the parameterHight (Height).

Cone- similar to drawingcylinder.

Text– creation of a text object.First pointindicatestart (le-


lower bottom corner of text), and depending on the selected window, we get the text
orientation. Yes, it opensdialog windowsettings - word set, font (name, style, size), extrusion
thickness. Until the end of the option (Done) the text can be edited, after completion - no.
Some font styles, in which letters intersect with each other, can create volume generation
problems.
23
Chapter 4
EDIT / EDIT
VIEW / VIEW
SELECT

EDITING

Join (Merge)-merging together several adjacent curves,into one, orsli-


surfacing through common edges in solids. Only common unconnected edges can be
merged. If it is necessary to combine two volumetric objects, with the intersection and
removal of any part, use the commandBoolean Union(see below).

Separate (Separation)-division of a single object into separate


sensible. Curves are divided into separate segments (for example, a rectangle - into 4 lines), and
solid bodies - into separate surfaces (for example, a cube - into 6 planes).

Trim– Parts of curves and surfaces of solids can be cut into


following sequence:select the object to be cut >apply- eat teamTrim > select the cutting
object >indicatecompletion option: removed (remove) or left (keep)part - we indicate them
on the object. If we want to leave everything parts, instead of the last stage, just pressDone.

To cut curves, you can use a special point (s) - buttonAdd trim points

24
Chapter 4. EDITING, VIEW, SELECT

in the option window. It is possible to use curves to cut other objects. In this case, there is no
need to preliminarily project the cutting curves on the surface of the cutting object - the
option already includes this function (!). If two objects intersect each other and we want to use
each to cut the other, select them, then runtrim, and clickDone- work- vay optionmutual trim
(mutual cutting).
notice, thattrimworks exactly like cutting surfaces, and if necessary, produce similar
actions with rigid bodies - use the optionsBoolean.

Extend-lines and curves(only they) can beexpanded (ud-


linens) until the “meeting” with the dimensionanother object (line, surface, solid). lines
lengthen in a straight line, arcs - as a continuation of the arc. After selecting an option, it is
proposedchoose object to extend (to extend),thenboundary object.Can be donemutual
extension - select both objects, run and confirm the command.

Show pts (Show points)- enable optionshowing(Esc– exit from this re-
bench press)control pointscurves, which allows them to be edited at any stage of modeling
by moving control points.
Curves and individual surfaces can have control points displayed all the time. For solids
consisting of surfaces connected through common edges, this is possible only if all surfaces
are represented by the same points on common edges. If this is not the case, then moving the
point can destroy the structure of the object. Exit - use command Edit/Separate, and only
then editing the position of the points of individual surfaces.

Add pt (Add points)-adding new points to the curve. If enable


optionMake corner point (or specify with Ctrl pressed)- createscya "broken" corner. When
adding a set of points, enable the optionRepeat(or right-click when finished - indicate the
repetition of the last command).
If the option is enabledShow pts, add a new point to the control dotted curve between the
two existing ones - the nature of the bend changes. You can apply the second method: with the
option of showing points turned off, clickdirectly on the curve– control points will be set as close
as possible to the curve, sothe nature of the bend practically does not change.

copy, paste– standard clipboard options. Can be used


for copying/pasting any elements of constructions, incl. individual ribs and surfaces of solids.
Also, through these options, data exchange betweenRhinoandMoIbecause they have the
same data (file) format.

25
Chapter 4. EDITING, VIEW, SELECT

Hide (Hide/Show)- sequential action: if at the time of application of the


An object is selected, it will be hidden, if no objects are selected, all previously hidden objects will be
shown.

History (History)-permission / prohibition of saving the history of modificationsvolume


ekta, i.e. there is an opportunity to return to one of the already passed stages. Some commands
have this permission by default, such as the commandloftwill always update surface when
changing the "wireframe" curves. Forcancellationsuch a possibility, select an object, applyHistory >
Disable update. Some commands, on the contrary, have a ban on changes by default (for example,
Transform > CopyorTransform > Rotate) – you can assign the reverse permission option to them
enable update.

VIEW

Reset all- shows:first click- only selected


maximum magnification to the boundaries of the projection window;second click- the entire contents of
the scene. Simultaneous updating in all viewports is performedrightby clicking on the button of this
option inside any of the windows. Duplicates a similar button in each of the projection windows.

Image (Image)– allows you to place a bitmap image in the scene, which can be
use as a base for drawing. Clicking the buttonAdd- the image appears at the top of the back
ska loaded, where they can be hidden, aligned, deleted.
ListedDrawselect options:
Draw below objects- the image is always behind everything (like the backdrop
of the stage); Draw with objects– image as one of (among) objects; Draw
above objects– the image is always ahead of the objects. ListedShow inselect
options: All views– display in all projection windows;

Ortho only– display only in orthogonal projection windows;


Transparency- Set the degree of transparency.
Working in command modeImagehas several significant features that are not must
take into account:
• Any actions with images are available only when this window is open - as soon as the
we go to other teams, images are blocked. Thus, in the future, if necessary,

26
Chapter 4. EDITING, VIEW, SELECT

sti any manipulations with them, run the command againImageand edit.
• Possible modifications of images are limited only by "manual" movement,
proportional scaling and rotation through manipulators (as with objects) - entering in
numerical form distances, angles, etc. does not work.
• Undo optionUndodoes not work in this mode (!).
• MoIdoes not store the images themselves in the file, but only internal links to them, i.e. every time
when the file is opened, the images are reloaded. Therefore, one should not change the place of their initial (at
the moment of loading into the scene) placement in the file system, otherwise we will simply not see them the
next time the file is opened.

CPlane– a command to change the axes of the scene by sequentially indicating their position
start (origin) and direction (orientation) of each. This can be done only for the current viewport
or all (switchApply to all views). Confirm changes - buttonDone (Enter), reset changes to the
initial state of the axes - buttonReset CPlane.
Display hidden line– switch to show/hide elements (for example, edges) closed on
view as closer surfaces (displayed as dotted lines by default).

SELECT

Sel all (Select all)– selects all previously unhidden objects in the scene. Choice
limited by the level of objects - if, for example, an edge of a rigid body is selected at this moment, then all
edges will be selected, but not the entire object. Similarly -Ctrl+A.

Desel all (Deselect everything). Similarly-Esc.

Invert (Invert selection)- the selected becomes unselected and


Borot.

27
Chapter 5
CONSTRUCT / CONSTRUCTION

Boolean > Boolean operations:

Diff (Subtraction)
– cutting out from the original object the volume of another (cutting) object. Subsequence
options:select source object > activate command > select cutting object >Done (Enter).
After selecting an option by activating the switchkeepcan be assigned so that both Projects
have been saved - in the off position, the cutting object is deleted. Different types of objects
can interact with this option, for example, solid bodies can be cut by other solid bodies,
surfaces or 2D curves. It is also possible to cut one 2D curve from another 2D curve.

The shown variant of creating a complex rigid body by cutting out a volume of a 2D curve
from it is possible. Moreover, there is no need for any additional constructions - 2D is automatically
projected as a cutting object!

28
Chapter 5. DESIGN

An example of "cutting" a solid body with straight lines (for clarity, the final parts are
puppies):

It is possible to cut a solid body with an open surface (not a solid body) and to cut curves that
lie in the same plane:

Union (Merge) - merge together intersecting objects:solid bodies


unite with each other and with surfaces, curves - with curves. Select the objects together and apply
the command.

Isect -select first object > apply command > select


second object (order doesn't matter)-only the total remainsintersections. In this Options
can interact with different types of objects, for example, solid bodies can be intersected with
other solid bodies, surfaces or 2D curves. It is also possible to intersect 2D curves with each
other, and the curves lying in the same plane create a 2D result, in different planes - a solid
body.

29
Chapter 5. DESIGN

Merge (Introduction) - unionall selected objects along with extraction of all


resulting parts. Unlike other options that remove some parts, this option leaves them in
place. Can be used for solids, surfaces and curves in various combinations.

(The resulting parts are moved apart)

The 2D curve is combined with a rigid body to create its "footprint":

Extracting total volume using exposed surfaces:

2D curves in one plane. For clarity, the parts are moved apart:

thirty
Chapter 5. DESIGN

Fillet > Edge:


Fillet (Rounding):
- the command is used forrounding sharp cornersand it worksdepending on you-
boronobject:
• choiceof the whole solidwill affect allribs;
• choicecertain edges of a rigid bodywill affectonly on them;
• choicecertain surfaces of a solid bodywill only affectat the
their proper ribsa;
• choicecommon edge (or parts thereof) of conjugation of two different volumes of one body
(or beforehandunitedteamBoolean > Uniondifferent objects) will be affected to succumbonly
to this place of their conjugation;
• choicetwo curveswill createrounding between them, lengthening or cutting them at
need;
• choiceindividual (or all) segmentspolygon curves will createrounded
between them.

In addition to entering numerical values, the value of the rounding (radius) can be directly
indicated by 2 clicks on any elements of the object (as a gauge).
WindowShape (Form)allows you to chooserounding options- from "arched- go" to
more "organic"blend (slider adjust the bulge).
OptionStraight corners (exact corners)controls the mating point, which is necessary in in some
situations, for example here, it is not needed:

31
Chapter 5. DESIGN

and here provides options:

It is better to start the selection of the rounding radius from the minimum values,
otherwise, with excessive sizes, you can get an incorrect result. The same can happen with
curves with too small and tight bends.

Fillet is typically used on the edge of a solid, but it can also be used on two separated
(but adjacent) surfaces. In this case, the fillet will be created as an independent object
(surface). This technique can be used in difficult places, when the usual way to get the correct
result fails.

Chamfer (Chamfer) - an option similar to the previous one, but creates not a rounded, but
flat (bevelled)bevel surface.

The nature of the bevel depends ondistance (distance) slope- by default45 deg. (i.e. one,
the same), but it can also be determined by two different distances (for example, 1: 3):

32
Chapter 5. DESIGN

Note again that the option does not work with surfaces, but only with solids and lines
(curves).

Offset > Contour

Offset (Contour) - createsa new similar object at a constant distance from


selected initial. Works on all types of objects - solids, surfaces, curves. This type is more
commonly used on curves.

Two methods of specifying the contour distance from the original curve can be used: direct
specifying a pointand provisionscontour distances (through point)ornumericalinput- house
distance (By distance)followed by showing the position of the contour. For surfaces and solids The
position of the contour can be specified by sequentially specifying two points or by numeric input.
Additional options:
Corners (Corners): Round (Rounded); Sharp(Sharp)
Trim(Cutting)- intersecting "tails" of the contour are cut off
Both sides (Both sides)– contour on both sides of the original object
Cap end (Cap)- closes the "ends" of the double-sided contour or the space between the
original object and the path.

Shell -command to create from solid bodies and thickness surfaces (such as
walls or slabs).
When choosing a solid solid body, we get a new object with a void inside. If you select a
single surface of a solid body, voids will be created in the outline of that surface, with "walls"
along the unselected surfaces. If a single surface is selected, it will be thickened over the
entire area and form a solid solid.

33
Chapter 5. DESIGN

t indicationwall thickness (thickness)can be performedindicating 2 pointsor directly


importantentering a numeric value. Optiondirectioncontrolsdirection of void formation(or from
the center line).

Planarthe team createsflat surfacefrom contour lines


out orcloses the end of the holeson the edges of the surfaces.
Closed curves can contain other closed curves inside that will eventually form holes in
the surface.

Extrude (Extrusion)
Createssolid contour curve extrusion along a path. The command works on selected
curves or surfaces. Closed curves can contain other closed curves inside that will eventually
form holes in the form. If the automatically setdirectionextrusion is not satisfied, turn on the
optionSet dir (Set direction) and two points indicate the desired direction of the extrusion
vector.

34
Chapter 5. DESIGN

The command also has the optionSet path, which allows you to point toCree- vuyu -
extrusion path. Whereincontour and path are combinedtogether and create the final form. The
specifics of this option areprofile stays in place(not rotated) along the path, as opposed to the
commandSweep(see below) during extrusion maintains the perpendicularity of the file to the path.

Revolve > Torsion


Revolve - createssolid body or surface extrusion con-
curve around a specified axis, which we indicatetwo points - start and end. You can also
change the rotation angle (360 degrees by default) to any other. This option is available until
you specify the end point of the rotation axis.

Rail revolve (directed torsion) - an option similar to the previous one (where you
pressing occurs - along the correct circular path), but with the possibility of specifying an
additional parameter -extrusion paths(any curve).

35
Chapter 5. DESIGN

Loft (Skinny)- createsa solid body or surface passing through a


filamentous sections-curves. The nature of the object depends onLoft Style (Style):
• Normal– creates a loft by a typical mechanism of precise passage through all
profile sections-curves;
• Loose (Free)– creates a surface that follows the profiles, but not as accurately as
the previous version, but more smoothed (relaxed) from the initial to the final profile;
• Straight– creates straight sections between each of the profiles.
MoIautomatically aligns the profiles together with minimal twisting, but it can can be
changed by additional options for profiles. To do this, click on any profile to change its
direction to the opposite, and the optionClosedsurface.
Part of the lofting process is to combine several profiles together into a single structure
and create a solid surface. Options optionsprofilescontrol how this association goes:

• Exact (Exact)– the option generates a structure of curves by adding all points to each curve
together. This preserves the shape of each profile, but can create a very complex surface.
• Refit (Repair)– the option rearranges each curve into a common structure, as a result
we get a less complex, but sometimes not very high-quality result.
• Autois the default option that attempts to perform the optimal combination
two previous
• #Points– option to rebuild the curve with the same number of points (their number ispoint count
can be assigned). Creates a highly smooth volume, but fine details may be lost.

36
Chapter 5. DESIGN

Sweep– creates a rigid body or surface by passing through secants


profiles (similar to the previous),but along one or two guide curves - paths. Sequence of
actions: select profiles, then runSweepand choose a curve - path. The command is executed in
different ways, depending on which option is selected - along one or two guides.

One rail sweep (with one rail):


The team usesone guide curveyu, extruding profiles along the path, while profile
planes remain perpendicular to the pathat any point. This is a typical instrument to create
tubular structures. Profiles can be directed postedalong the wayor just lie downbut one plan
away from the path-MoIautomatically move and rotatepro- Fili. For such auto-placement
to be possible, it is necessary that the profiles are outside the overall guide box (on either side
of it).

Choice availableending optionsends:


Regular (Regular)– by default, the profile rotates sequentially when moving along the
path;
Pointy end (End to the point)- collapses the end of the form to a point;
Pointy start– collapses the beginning of the form into a point;
Depending on the orientation of the path in scene space, thesteeper options niya
Twist:
Freeform (Free)– by default, works with any form of path;
Flat– allows rotation only in the direction of the axisZ scene and holds pro-

37
Chapter 5. DESIGN

Fili in a constant orientation relative to the plan of the "earth" - X / Y. The option works well on guide
paths like the one shown in the rightmost picture. In the middle is a figure showing the action
under the same conditions of the option.Freeform:

Scaling rail– option allows you to specifyadditional guide, which will deform the result
due to the fact that the profiles will be scaled to match this guide. When this option is active, a
switch appears.Maintain height– at the same time, it is possible to directionally control the
scale sectioning in certain places of the path.

Two rail sweep (On two guides):


Sweepcan work with two guides in the same way as with one (the order is the same):

With the option enabledMaintain heightprofiles will stretch in one direction – between
two guides, when switched off – evenly in all directions.

OptionPick scaling rail (Specify a guide for scaling)allows specifying additionalthird


curve-guide to specify scaling in another plane:

38
Chapter 5. DESIGN

OptionMaintain tangentcan be used in certain situations when it is necessary to apply


sweepwithout incorrect intersections of mirror parts. An example is what happens without
this option with this guide configuration, and then with the option enabled:

Blend (Transition)- creation of a newforms of a smooth transition between two


shapes in the empty space between them. Works with any curves or surfaces: in curves
selectcoming ends, in surfaces -ribs.
Command parameters vary by optionsAdjust blend parameters:
Continuity– the nature of the curve Bulge- degree of convexity

Network (Network)- createssurface of bidirectional networks. Before starting


With the help of the command, we select all the curves of the network, which must be closed at the ends into points.

39
Chapter 5. DESIGN

Curve > Curve


Project (Projection) - commandprojects a curve onto a surface or solid.
Firstchoosecurve, thenrun commandsu, thenchoose surface or solid body, which takes the
projected curve. The default function will be executed, and then you can change the projection
direction by specifying two points.

Isect (Intersection) - creates curves (2 surfaces or 2 solids) or precise


ki (between curve and object)at the intersection of two objects. Select all objects together
and run the option. UnlikeBooleans, does not modify objects, but only creates new objects -
curves or points.

40
Chapter 6
TRANSFORM / TRANSFORMATIONS

Move-movesobjectsbetween two specified points


mi. The option to a certain extent duplicates moving by dragging with the mouse, however, it makes it
possible to specify the initial and final (target) positions of a certain control point of the object (for
example, beyond the center of rotation) more precisely.

Copy- option,similarthe previous one, butwith a copy


original. In this case, multiple copying by displaying several in a row is possible.target point
(target points).
Standard optionCopy/Paste, by contrast, always puts the copied content in the same
place.

Rotate (Rotation):- commandrotating objects around a center point. First-


laselect an object, thenrun commandsu, thenspecify the center pointrotation. After

41
Chapter 6. TRANSFORMATIONS

To do this, you can immediately enter the value of the angle of rotation or assign it by specifying two points: the
directions of the initial reference line (the first ray of the angle) and the final one (the second ray.
By enabling the optionMake copies, we get rotated duplicates of the object (the same -
with the Ctrl key pressed).

Rotate Axis- commandrotationobjectsaround the axial


ny. Unlike the previous rotation command, which is based on a 2D projection grid, this one
allows you to specify two points to assignaxis of rotation in3D spacearound arbitrary axes.
Command execution:2 points assign the axis of rotation, then enterangle value turn or
indicating two pointsassign this angle interactively.

By enabling the optionMake copies, we get rotated duplicates of the object (the same - with the key
pressedctrl).

Scale:
As opposed to zooming with corner handles(see chapter2), in which the assignment of the
“reference point” is limited to only two options (from the center and from the edge of the dimension), this
command allows you to more finely control the process by setting the direction and “reference point”
origin pointanywhere.

Scale (3D scaling) - simultaneous scalingregarding is-


starting pointgoing onproportionally on all axesm of 3D space. Command execution:
chooseobject >run the command>specify the starting point. There are two options: enter
scale factoror moretwoadditionalreference points (reference points) specify the direction,
then the amount of scaling interactively.

42
Chapter 6. TRANSFORMATIONS

The reference point mechanism is useful for snapping to specific control points, such as
corners or edges of other objects:

By enabling the optionMake copies, we get duplicates of the object (the same - with the key pressed
ctrl).

Scale 2D (2D scaling) - similar to the previous one, butscales from


assigned point on only two axes. The action of the command depends on the plan-projection in which
we are working at the moment.

Scale 1D (1D scaling) - similar to the previous one, butscales from


assigned point on one axis only.Directionappointedline between the original and first
reference points, and the action depends on the relative position of the initial and first
reference points.

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Chapter 6. TRANSFORMATIONS

Mirror- createsa mirror copy of the object relative to


but the lines of the "mirror".Chooseobject, hwe let the team, specifytwo dotsdefining
mirroring direction. As you can see, in contrast to mirroring by the corner manipulators (See
Chapter 2), allows you to arbitrarily assign a "mirror plane". The parametric link “original-copy”
is also preserved here.

Array (Set):
Grid - createsmany duplicates in a rectangular or cubic shape
lasty.Choosean object,run the command. In dialogueChoose number of copiesappointamount
elements along the axesX, Y, Z, confirmDone. Then, in conclusion, we assignspace you between
each takeobject by entering a number. The same can be donespecifying two (or three) reference
points- respectively, the boundaries of the rectangular or cubic area where they should fit in.

Dir (Direction) - createsduplicates of selected along vectordirections.


Select an object, run the command.
In dialogueitem countappointnumber of copies, then with two reference points we
indicate the direction of duplication and the distance between copies. In dialoguePick base
pointthree options availableMode (Type):
offset, count– the default option described, i.e. the second point is immediately assigned and
direction, and distance;
Extend, Count- similar, but the distance and gaps are stretched beyond the edge of the last
take;
offset, extended- similar, but first the distance is assigned.

Circular - createscircular set of duplicates selected around


central point.Select object, run command.Specify the center pointy and then assign the
option parameters for each take:

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Chapter 6. TRANSFORMATIONS

item count- the number of repetitions;Angle to fill– fillable angle of rotation;vertical step
– vertical displacement;radial step– horizontal shift; The figure
shows an example of creating a spiral object:

Curve - Createsmany duplicates along a curve - paths.Choose-


eat object > run command > select path. At the endspecify curve - pathand assign related
option parameters to each take:item count- the number of repetitions andDistanceis the
distance between takes.

rotation– optionsrotation (turns) of takes when moving along a curve: Freeform


calculated as gradual rotations along the tangents to the curve Flatrotates duplicates only in
the direction of the axisZ of the scene at each point of the curve - paths Nonedoes not
change the orientation of duplicates (does not rotate them).

Freeform Flat None

Align (Alignment)-controls the position of points or objects relative to


but straight line. We select the objects, run the command, select the options for their
alignment vertically or horizontally relative to each other. Finally, we specify the placement
point for the aligned objects.

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Chapter 6. TRANSFORMATIONS

Another use of the command is to align the endpoints of a curve in such a way that, when
mirroring, the sharp corner is removed where they meet. In the example, the show points
command was first usedEdit/Show pts., then the two extreme points of the control vector are
aligned horizontally.

46
Chapter 7
MOI > SU > RENDER
Let's start by asking the question - how to use the interactionSUandMoI, i.e. which
“direction” is more rational –SU > MoIorMoI > SU?It is clear that, in a broad sense, this millet
also applies in general to the sharing of polygonal andNURBSmodelers.Per- the first option,
although it is quite possible (by exchange through an intermediate format, optimally -.obj),
but it is hardly appropriate for the following reasons:
1. All imported from polygonalSUcurves are perceivedMoIas separate
rectilinear segments (of which they actually consist) and, accordingly, we obtain a set of flat
surfaces. Obviously, in this form, the imported elements of constructions are practically of
little use as a starting material for continuing modeling by means ofMoI.

2. Anything that can be quickly and conveniently built intoSU, is no less successfully built inMoI,
but the converse statement is very problematic. Yes, of course, andSUyou can get enough but
complex curvilinear forms, but the solution of such problems in it is incommensurably more
laborious and, as a rule, requires the use of "cunning" tricks, plug-ins, etc.
3.MoIcan export its models immediately and directly to the formatSU(on the contrary, no)
moreover, it is possible to vary the “density” of the polygon grid, i.e. quickly and easily obtain
variants of both a “light”, but rough model, and a detailed, high-poly, smoothed one.

4. It is definitely more convenient to prepare a stage for presentations of a project of various kinds insu,and for fo-
torealistic rendering simply needs a polygonal model. And of course, it is very significant that
a large number of third-party programs support receiving data directly from su,what cannot
be said aboutMoI.

Let's test the practical work withMoI,setting ourselves the task of:build a model export
it toSU(in two versions: low-poly and high-poly), finalize (according to the decision ke scenes,
materials, etc.) and transfer to a photorealistic renderhypershot.

1. Set up the workspace


Let's start with the setupMoIaccording to our task and according to our preferences, for example:
1. Make sure the units are set to mm(Options > General > Unit syst
em)
2. Set up reference grids(Options > Grid):
• Set the grid parameters for our object, for example, the following:
- Grid size (cell size)1 mm;
– Grid sections (number of sections)120 - in our case, this is actually the grid size of 120

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Chapter 7 MOI > SU > RENDER

mm in each direction from the point of origin of the axes;


- Accented lines every (Accent lines)every10 cells (10 mm) we get an additional
thread lines, i.e. enlarged mesh with a cell of 10 mm;
• Change colorsX, Y axis color (Color of the main axes)to the usualSUred and green
ny, which are also better seen in the scene. You can also make it darker than the lines of the main
cells,Accented grid lines (Accent grid lines).
And at the same time, having received a satisfactory result, you can save it for the future as a
fileTemplate filewhich opens in the menuOptions > General.

Although MoI works with the Cyrillic alphabet, it is better to use only the literal alphabet in
file names and other text designations in order to avoid possible problems in future work. The fact
is that further we will have to transfer data to other formats and programs, incl. not supporting
Cyrillic. And first of all, we create a folder, the path to which in the file system should also not
contain Russian names, for example, in the root of the disk, and then we save the working files in
it.

2. Download the image


A beautiful, interesting design of a table lamp (http://ttvortex.deviantart.com/art/
Junglamp-106765361), represented by only one image, was chosen as the first object for
modeling “from the inside”.
Putting the image in the scene
(Image > Add)- in our case size and
location do not matter, the main thing is
that it be in front of your eyes in the
process of work. Naturally, if it was the
so-called.blueprint (tracing paper),those.
set of orthogonal projection views, they
would have to be placed each in their
own projection window and used as a
sub-base for precise constructions. We
will consider such a case further, but for
now we note that in this example we are
not interested in the accuracy of the
construction, the main thing is to
observe the main forms, the proportions
of the “sitter”, to achieve a general visual
similarity.

I must say that here the modeler - "polygoner" to a certain extent will have to "break"
the usual methods of working with "tangible" surfaces into new ones, based, as a rule, on
basic curves and commands (in fact, formulas) that create shapes . This is understandable,
since CAD methods require an appropriate, one might say, "engineering" understanding -
what, how, what parts it consists of, how it is manufactured, assembled, etc.
In our case, we see that the model will consist of 3 main objects - "body", "bees" and
"flowers" of two types. Moreover, all parts, except for the "body" - the same repeating -
The object is of different sizes.

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Chapter 7 MOI > SU > RENDER

3. Modeling a "bee"
We decide which methods we will use and which parts to assemble from - here (and
below) there are options for using different commands and their combinations to obtain the
same result, so the following is only one of them.
Torso:
Drawsolid > Sphere, then slightly stretch (scale) along one of the axes -Transformer
> Scale > Scale1D.
There is also a “tail” – we could use the
“cone” primitive, but we see that it is slightly
bent at the end, so we useOne rail sweep:
drawing to the side:Draw curve > Lines
> free form >and then by any option we build
guide - outline. Next, draw two circles-sections
of the beginning and end of the object.
Delete the initial curves that are no longer
needed and dock the “tail” to the “body” (slightly
push inwards). It would also be correct to remove
geometry that is no longer needed (part of the “tail”
inside the “torso”) with option Construct > Boolean
> Diff.
It remains to round off the tip of the “tail”
and build a rounded conjugation of it with the
“torso” – applyConstract > Fillet- do not forget We
are wondering about the possibility of “playing”
with the settings and, due to this, getting a
different character of these roundings. In addition,
remember that in order to pair two previously
independent objects, they must first be combined
Construct > Boolean > Union.
We check with the image and decide to
flatten the “torso” vertically.
Eyes:
Obviously, we take a primitive as a
basis - a sphere, which we build on free space
(aside).

Since in the end we will have to assign


different materials, we always remember that
for now we will have to separate them by
different objects (ie object = material).

To select the "pupil" we swell a part


from the main one - use Construct > Boolean
> Diffsphere and pre-drawn nii (after
completion, delete it). In the picture, the
resulting parts are separated for clarity.

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Chapter 7 MOI > SU > RENDER

chickpeas. We connect them and emphasize the junction


of volumes with small roundings of edges at the junction:
Constract > Fillet.
We put the object in place – we
expand, move, scale. It remains, using
Transform > Mirror,create a mirror a hard
copy - the second "eye".

"Wings"
The fastest way to get the desired
result is to use again a sphere, which we
further disproportionately scale to the
desired shape (by spitting, stretching....).
We put the object in place – we
expand, move, scale. UsingTransform >
Mirror,create a mirror co- pyu - the second
"wing".

It remains to put things in order in our model,


bearing in mind the further transfer toSUand on- the
value of materials.
Cut the "torso" into three parts (color
borders) - use Construct > Boolean > Diff
with pre-drawn lines (after completion, delete
them).
Next, select all the pieces together and
give this “set” a meaningful name, such as

measuresPGHELKA(instead of"Unnnamed 9 Solids") – this way it will be more


convenient to manage the object in the future – hide/show and select it in
Scene browser > Objects.
It makes sense to save the result (this step) as a new file with a
different name. We hide the "bee" for the convenience of further
work.

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Chapter 7 MOI > SU > RENDER

4. Modeling "flowers"
We see that this object is of two types -
just a flower and a switch in the form of a
similar larger shape, and with an on/off
symbol.
The construction of the center is obvious -Draw Solid
> Sphere, then scale it to get the desired
shape.
Similarly, we build one petal, refine its
dimensions relative to the center by scaling
and put it in place. Now you need to place
copies of it (there should be 7 pieces in total)
around the center -Constructr > Arraw >
Circular. Select everything and assign a
name, for example, CVETOK. Duplicate it,
increase it - it will be a blank for a “flower-
switch”, and hide the original object.
We continue to work with the “switch”, in
the center of which we need to make an embossed
symbol. Draw the outline of the character to the
side using the toolsdraw curve(circles, straight
lines) and complete the figure by cutting off the
unnecessary tooltrim.
Place the symbol drawing above the center
of the flower, extrudeextrudebefore crossing and a
little deeper, by the teamBoolean > Diffcut-out eat
and delete the intermediate build.
Remember that it is Boolean operations that are
needed to work with rigid bodies, and nottrim.
We select everything and save, for example, with the name VIKL. Again, save the result of this step as a
new file with a different name. We hide the "flowers" for the convenience of further work.

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Chapter 7 MOI > SU > RENDER

5. Modeling the body


We start from the base - we create a sphere,
spitting it into a "pancake" to the desired shape.
Now it is necessary to cut off a part of
the spherical volume to form a flat base - we
build an auxiliary volume from the primitive
boxand put it in need new position. Apply the
cutting command, for example,Boolean >
Diff- we immediately get the need new form.

We are building the most complex (and


spectacular) part - the hull itself. Here, “in all
its glory”, the possibilities are manifestedMoI
by construction ing such complex forms - you
can use several options, here we focus on a
fasterConstruct > Sweep. This requires a
cross-sectional profile(s)profilesand one or
two guidesrails. Remember that the circle
profiles do not need to be placed in a specific
place relative to the guides - just put them
aside. And secondly, this team is unlikely to
get the right shape right away on the first try,
and there is no need for that. So, after
following the prompts of the command, we
got the original workpiece, which can be
corrected (as many times as you like -
parameter
accuracy!), moving the profiles (the mutual position of the profiles along the guides matters) and
changing the outlines of the guides themselves. Of course, this becomes impossible if the original
elements are removed.
Having achieved the desired result, we install the body on the base and combine these two parts
with the commandBoolean > Union. Now it becomes possible to build a smooth rounded junction of
these two parts with the commandConstruct > Fillet.
The volume of the ceiling is created by cutting out a pre-built and placed

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Chapter 7 MOI > SU > RENDER

Noah into the place of the sphere by the command


Boolean > Diff. At the end, we build and place the
cartridge cylinder under the bulb in place.

6. Assembly
We cancel all the previously made hiding
objects and collect them together - we duplicate
the repeating “flowers”, “bees”, scale and put
them in the right places.
You can further refine and supplement
the model with new elements, for example, in
the picture we also see “drops” or you can build
an electric light bulb – but in this example, to
simplify the task, we will stop here.
Basically, work inMoIcompleted, os- The
aim is to check the model again for reasons of
correctness of the hierarchy and simplification.
We combine Boolean options into single objects
- solid bodies, everything that in reality is such
and that will later have the same materials,
remove possibly remaining intermediate
constructions, etc.

7. Export to SU
In fact, we are talking about converting the
model into the format.skpwith the construction of
polygonal grids insteadNURBSsurfacesMoI.
In doing so, three important things must be kept in mind:
• SUhas a known limit on the lower limit of the surface recognition area
0.001 square inch, and individual polygons in the detailed model may be less than this limit.
Hence, for small-sized objects, the simplest solution is a preliminary significant increase
(scaling) of the model, otherwise we will see inSU"holes" instead of chalk- some polygons. The
specific scaling value will have to be selected by trial attempts.
- it all depends on the detail and complexity of the outlines of the original (inMoI) surfaces and general
sizes of objects.
• ForSUit is desirable to simplify as much as possible, "lighten" the meshes of polygons, not
forgetting at the same time about the task of high-quality visualization both insu,and subsequently in
photorealistic rendering – here you will also have to empirically select the optimal parameters in the
dialog boxMesh options. These settings are described in detail earlier, we note only once again that such
opportunities are one of the most attractive features of the program in terms of “collaboration” withSU. At
the same time, practice shows that, almost without loss of quality, it is possible to reduce the parameter
by at least one and a half to two times.Anglefrom the “default” value, which is equal to it is valuable to
reduce the number of polygons by about four (!) times.
• Because theMoIallows you to easily and quickly convert options of various levels of de-
talization of the same model, you can simply save two at once (Low- andhigh-poly)fileSU- one
for "internal" use inSU, other -for high-quality photorealistic visualization lization in an
external renderer.

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Chapter 7 MOI > SU > RENDER

It remains to open the converted file and


assign materials. In addition, you can optimize the
file using the mechanismssu, for example, organize
the model by creating groups and components that
are easy to work with.

8. Rendering in Hypershot
In this example, a photorealistic
rendering program is used for photorealistic
rendering.Bunkspeed Hypershot. Since it is
most convenient to work with him by direct
transmission fromSU(via pla- gin), we finally
build the scene - we set the camera, if
necessary, supplement it with objects, etc.,
and send it toHS... and admire the result!

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Chapter 7 MOI > SU > RENDER

We work with blueprint.


In conclusion, let's consider one more task typical for almost any 3D modeler - modeling an
object using images of orthogonal projections using a computer mouse as an example.

1. We prepare images-underlying
The ideal option is to have detailed drawings of the object being modeled, or at least what is called
in English terminologyblueprint (tracing paper)– general dimensional views-projections. AT In our case,
due to the lack of such, we model “from nature” and from photographs of 5 projections (it is clear that
certain photo distortions are inevitable here). For the convenience of subsequent work, it is necessary to
carefully work with the photo in a graphic editor beforehand - remove unnecessary background zones,
align according to the appropriate dimensions, vertically, horizontally, outline "aiming" lines (symmetries
and for alignment with each other). We save each of the species with one resolution and in proportionate
dimensions as separate files -top, bottom, leftetc.:

2. Loading the underlying images


The task is to place them in the appropriate projection windows in the right place, in the right size
and align with each other in different projections.
Let's start with a top view. Activate the teamView > Image- a dialog box opens, in
which the optionAddspecify in Explorer the image to be loaded, the name of which appears in
list (and stay on it).
Next, it is proposed to indicate the initial and second corner points, which determine the

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Chapter 7 MOI > SU > RENDER

image measures - using the bindings or focusing on the bottom panel of the numerical control, we stretch
it to a real length of 120 mm. As long as the location of the image does not matter - choose what is more
convenient - for example, from the corner of the grid or from the point of origin of the axes. Further,
similarly, we place the remaining 3 images-projections into the scene and, using the control points of the
corners for binding (End) images, “docking” them to the imageTop, sizing up. Now it is quite convenient to
do this in 3D projection. For ease of viewing when constructing objects, you can assign some
transparency to images with the optiontransparency.In addition, when necessary dimo, you can select an
image in the list and hide it with the optionHide.

You can also then build a spatial "box" of images - immediately in the desired orientation of
the building elements and in the appropriate projections.

Well, then, on the basis of the underlying basis, we proceed to the actual drawing of
outlines - curves that will be used to form sections, apply commands, etc.

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