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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
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
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.
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.
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.
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.
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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.
• 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
• 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.
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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
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.
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
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").
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.
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Chapter 2 HOW IT WORKS
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.
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Chapter 2 HOW IT WORKS
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").
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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).
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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.
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Chapter 3
DRAW / DRAWING
DRAW CURVE (DRAWING FLAT CURVES)
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.
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.
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Chapter 3. DRAWING
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.
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.
21
Chapter 3. DRAWING
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.
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Chapter 3. DRAWING
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
EDITING
To cut curves, you can use a special point (s) - buttonAdd trim points
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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.
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.
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Chapter 4. EDITING, VIEW, SELECT
VIEW
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;
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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.
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Chapter 5
CONSTRUCT / CONSTRUCTION
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!
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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:
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Chapter 5. DESIGN
2D curves in one plane. For clarity, the parts are moved apart:
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Chapter 5. DESIGN
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:
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Chapter 5. DESIGN
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):
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Chapter 5. DESIGN
Note again that the option does not work with surfaces, but only with solids and lines
(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.
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Chapter 5. DESIGN
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.
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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.
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).
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Chapter 5. DESIGN
• 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.
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Chapter 5. DESIGN
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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.
With the option enabledMaintain heightprofiles will stretch in one direction – between
two guides, when switched off – evenly in all directions.
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Chapter 5. DESIGN
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Chapter 5. DESIGN
40
Chapter 6
TRANSFORM / TRANSFORMATIONS
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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).
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.
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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).
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Chapter 6. TRANSFORMATIONS
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.
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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:
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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.
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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.
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Chapter 7 MOI > SU > RENDER
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.
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).
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Chapter 7 MOI > SU > RENDER
"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".
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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
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Chapter 7 MOI > SU > RENDER
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
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
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.:
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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.
56