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<strong>CINEMA</strong> <strong>4D</strong><br />

SPLINES AND EDITS • NURBS TOOLS USE • MODELING TOOLS<br />

5.1 SPLINES<br />

Cinema has very good toolset for editing splines. Splines are<br />

very useful for creating models. Especially Splines with Nurbs<br />

tools can make work on complicated models much easier. Very<br />

complex curves can be imported from Adobe Illustrator native<br />

format *.AI<br />

Splines are located in menu Objects or with their icons in main<br />

TOOLBAR.<br />

Splines are primarily a sequence of vertices, connected<br />

by lines, lying in 3D space. The shape of these connecting<br />

lines (straight or curved) defines the interpolation.<br />

Apart from the direct connection of the vertices with<br />

straight, rigid lines, there are other kinds of splines that<br />

use an interpolation method where the lines between the<br />

vertices are curved instead of straight. These splines have a soft leading edge without<br />

sharp corners.<br />

The spline itself is infinitely thin. They have some thickness for visibility in a viewport.<br />

A spline is not visible when rendered.<br />

The spline’s line has no three-dimensional depth, even though it occupies<br />

the 3D space. However, many complex 3D objects, among other things, can<br />

be constructed in seconds out of these curves by using them with NURBS<br />

objects.<br />

After the spline is created it can be pulled along its depth in order to make tubelike<br />

objects. You can also rotate a spline around an axis to create objects that have<br />

rotational symmetry, such as wineglasses. Or you can construct a skin over several<br />

splines, with the finished object simulating the contours on a map. More of these<br />

spline-modeling capabilities are discussed in the NURBS section.<br />

To create a new spline curve:<br />

From menu Objects > Spline to create an empty spline.<br />

- Select mode for POINT EDIT and use tool MOVE with icon or from menu<br />

TOOLS<br />

Create points for the spline by Ctrl-clicking in each place where you want to create a<br />

point. The first point defines the start of the spline.<br />

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• If you Ctrl-click on the curve between two existing points, the new point will be<br />

placed on the spline between the points.<br />

• If you hold down the Shift and Ctrl keys while clicking, the new point will be created<br />

at the beginning of the spline, giving a new starting point.<br />

If the Close Spline option is enabled and you Ctrl-click the starting point, the<br />

spline will be closed.<br />

• Position of curve points can be adjusted with tool MOVE. For multiple selection hold<br />

Shift and LMB.<br />

• The spline is always created in the view of the active viewport. For FRONT VIEW<br />

will be created in XY plane. In TOPVIEW in XZ plane. In the perspective view, the<br />

freehand spline will be created on the plane that is perpendicular to the camera<br />

direction.<br />

For some operations, such as the aligning of objects along a spline (Arrange<br />

command) or the movement of objects along a given curve (Align To Spline tag), the<br />

direction of the spline (where it begins and ends) is important. For this reason, the<br />

spline is color-coded. By default, from the first vertex, the starting point, and<br />

moving outwards, the curve is colored from yellow to orange to red (the end<br />

point). This colored display is visible only when the Points tool is active.<br />

Segments<br />

A spline is made from several partial curves, or<br />

segments. For example, if you create some text, you<br />

will see that only one object is created, even though<br />

you typed in several letters. The text object now<br />

consists of several outlines — one outline or more<br />

per letter. Even when converted to editable it is still<br />

only one object.<br />

For example, the word ‘Test’ consists of four letters;<br />

that makes four separate segments. However,<br />

another, fifth, segment is also present — the inside<br />

of the ‘e’ is a further spline segment. If this type<br />

of element is later extruded to form a 3D object,<br />

<strong>CINEMA</strong> <strong>4D</strong> will automatically punch out a hole that<br />

is the same size and shape of the internal segment of<br />

the ‘e’.<br />

Holes are formed only if a spline lies completely inside another spline and both form<br />

closed curves. If two segments overlap in any way, no 3D object can be formed.<br />

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Do not confuse the Polygon object with the Spline object. Although both are<br />

essentially just empty containers, the former consists of polygon vertices only while<br />

the latter is made up of spline vertices (and splines).<br />

To create a new spline segment<br />

Add a new point that will be the start point of a new segment (initially, this new point<br />

will be connected to the last point of the previous segment).<br />

Choose Structure > Edit Spline > Break Segment The connection to the<br />

previous segment is now broken. Add further vertices. All new vertices now belong<br />

to the new segment. You can create further segments. If we need first vertex of new<br />

segment to be in the same position as the last vertex of segment created before we<br />

can use move tool. If a spline consists of several segments, then new vertices are<br />

always created from the active vertex. If no vertices are active, then new vertices are<br />

generated at the last-created segment. If several vertices at different segments are<br />

active, new vertices are always generated at the first-created segment.<br />

Attribute manager - Settings for SPLINE<br />

OBJECT PROPERTIES > TYPE<br />

Linear<br />

This simplest of all the spline types connects the vertices,<br />

which define the polygon, with straight, directly connected<br />

lines. You can use these splines to create angular objects<br />

or to simulate sharp jerky movements for animation.<br />

Cubic<br />

This kind of spline has a soft curve between vertices. The<br />

interpolated curve passes directly through the vertices.<br />

Looking at the two points at the top right of the diagram,<br />

you can see that the curve bulges more than is probably<br />

required. This behavior is called overshooting, and it often<br />

appears with closed curvatures. This becomes clearer<br />

when you compare this section of the curve with the same<br />

section of the curve with Akima interpolation.<br />

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Akima<br />

This spline type creates a soft curve between vertices.<br />

The interpolated curve always passes directly through the<br />

vertices. Overshooting does not happen with this type of<br />

curve.<br />

B-Spline<br />

This kind of spline also creates a soft curve between<br />

the vertices. However, the curve does not pass directly<br />

through the vertices. This produces a very smooth curve.<br />

The vertices control only the approximate path of the<br />

curve. Distant points have less influence on the curve<br />

than those lying closer together. Control points are also<br />

endpoints of tangents of this spline, derivation of shape.<br />

This type of curve belongs to the NURBS.<br />

Bezier<br />

This spline type creates a soft curve path between the<br />

vertices, which can be controlled very precisely. The<br />

interpolated curve always passes through the vertices.<br />

Overshoot does not happen. This interpolation is based<br />

on NURBS geometry, shape is controlled with tangents.<br />

Tangents are in control points and defines force affecting<br />

the shape. Bezier splines are offering the most control.<br />

Working with a Bezier spline and its tangents<br />

If you activate a vertex of the spline (i.e. by clicking on it), additional control points<br />

at the tangents to the curve become visible. With MOVE tool and LMB we can drag<br />

the tangent end point. Changing the direction of the tangent handles controls the<br />

direction of the curve at each vertex. By adjusting the length of these tangent<br />

handles, you can control the strength of the curvature. Drag the tangent end point<br />

towards the vertex point and observe the symmetrical movement of the opposite<br />

handle.<br />

You can change the lengths of the tangents separately<br />

from each other. To do this, Shift-drag a tangent end<br />

point.<br />

You may set different tangent directions on the<br />

right and on the left of the vertex. To do this, Shiftdrag<br />

a tangent end point. With this approach you can<br />

make the otherwise smooth path of a curve produce<br />

sharp corners and peaks.<br />

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If the tangents of two neighboring points have zero<br />

length, the segment that runs between the vertices<br />

will be linear. Thus, you can mix linear segments<br />

with curved spline shapes.<br />

If you double-click on a Bezier vertex with the<br />

Move, Scale or Rotate tool active, a dialog opens<br />

that allows you to accurately enter both the position<br />

of the vertex (in the spline’s object coordinates) and the position of the tangent<br />

end points (relative to the vertex) numerically. If you convert a Bezier spline to a<br />

different type of spline, all tangent settings will be lost. If a spline is converted from<br />

a non-Bezier type to a Bezier type, all tangents will be assigned default positions and<br />

orientations.<br />

OBJECT PROPERTIES - Close spline<br />

Each spline segment can be closed or open. If<br />

a spline is closed, the start and end points are<br />

connected. There is a big difference between<br />

closing a spline (and interconnecting the start<br />

and end points) and simply positioning the start and end points together. In the first<br />

case, the transition from the start to the end point is soft, in the second case it is<br />

abrupt. To close the spline, Ctrl-click the start point or use option CLOSE SPLINE in<br />

Attribute manager.<br />

INTERMEDIATE POINTS, ANGLE<br />

Here you can define how the spline is further<br />

subdivided with intermediate points. This affects the<br />

number of subdivisions created when using the spline<br />

with NURBS objects.<br />

We will describe two basic modes:<br />

NONE<br />

This method of interpolation locates points only at the<br />

vertices of a spline, using no additional intermediate<br />

points. You cannot enter values into the Number or<br />

Angle boxes.<br />

NATURAL<br />

This interpolation type divides spline by number of<br />

points in number box. The points are positioned closer<br />

together on areas of the spline with more curvature.<br />

You cannot enter values into the Angle box. The<br />

interpolation is not affected by reversing the point order.<br />

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Create Spline (Curves)<br />

The Spline object allows you to<br />

quickly create new splines from<br />

scratch. However, for some shapes<br />

this approach can be clumsy and<br />

unnecessary. For this reason <strong>CINEMA</strong><br />

<strong>4D</strong> includes spline curves. These are<br />

interactive tools that remain active<br />

until you select another tool, such as<br />

Move. You can thus create any number<br />

of these splines without the need to<br />

select the command each time.<br />

Splines are created in active viewport.<br />

Freehand<br />

You can use this command to draw curves directly in the viewports. Select the<br />

Freehand tool, then click in a viewport and keep the mouse button pressed. You<br />

can then draw the Freehand curve for as long as the mouse button is held down.<br />

Releasing the mouse button will end the Freehand spline creation and the finished<br />

spline will appear. (This is especially useful when tracing patterns with a graphics<br />

tablet.)<br />

• Freehand Splines are always created on the camera plane when you work in the<br />

perspective views, not on the construction plane, which is the case for the Bezier, B-<br />

Spline, Cubic, Akima and Linear splines. If you want to draw a spline onto one plane<br />

(XY, ZY, XZ etc.) you should switch to the corresponding view.<br />

Bezier, B-Spline, Linear, Cubic, Akima<br />

Using these commands, you can create the exact type of curve you require. Choose<br />

the desired spline type. Point editing mode is activated automatically. Click to create<br />

each point. Once you’ve added the desired points, either click the starting point to<br />

close the curve or press Esc to exit the mode. You can then edit the spline in the<br />

usual way (drag to move a point; Ctrl-click to create a new point, etc.).<br />

With these functions we create spline with interpolation. Differences are discussed<br />

at the beginning of this chapter. To end editing press Esc. Other editing functions are<br />

same as for Spline object .<br />

.<br />

• You can alternatively create the points in the same way as for the Spline object.<br />

After choosing the command, rather than clicking to create points, use Ctrl-click<br />

instead; to move a point, drag it; to close the spline, click the starting point<br />

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5.2 SPLINE PRIMITIVES<br />

<strong>CINEMA</strong> <strong>4D</strong> gives you a generous number of predefined curves. Add to this the<br />

possibility to convert vector based artwork files from other programs (see ‘Vectorizer’)<br />

and to add graphic characters (see ‘Text’) and you have a wealth of spline primitives<br />

at your fingertips. All of these spline primitives are parameterized. This means that<br />

the spline is merely the graphical representation of a mathematical formula built<br />

controlled by parameters you can edit the Attribute manager.<br />

As a result, this mathematical formula initially has no properties to edit within the 3D<br />

viewport. It has no vertices to manipulate. To adjust the vertices with the Points tool,<br />

for example, you must first make the spline editable (Structure > Make Editable).<br />

Then spline is not parameterized anymore and act as normal curve. You can, however,<br />

apply deformer objects or NURBS TOOLS to the spline even if the spline has not been<br />

made editable.<br />

When creating a new spline primitive from the OBJECTS menu, the spline appears in<br />

the viewports and its parameters are displayed in the Attribute manager where you<br />

can set various curve parameters. Let’s try some of them.<br />

Object properties<br />

Common settings<br />

Some of the spline settings are present for each type<br />

of primitive. These common properties are described in<br />

this section.<br />

These settings are PLANE, point order - Reverse<br />

interpolation of curve Intermediate points, Number,<br />

Angle<br />

Use this drop-down list to define in which of the three<br />

planes (XY, XZ, ZY) the spline primitive is to lie. By<br />

default the spline is always positioned so that it is<br />

visible in the current active view.<br />

This means that if the spline is created in the XZ (top) or XY (front) view, then the<br />

spline will be seen, for example, as facing towards the XY plane in the 3D viewport.<br />

In each of the following examples the spline primitive has been created in the frontal<br />

view (XY plane).<br />

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Reverse<br />

If this option is enabled, the order of the points is reversed. Reversing the points of<br />

the spline primitive not only has an effect after the conversion to an editable spline<br />

curve. The reversal of points also affects commands such as Align to Spline<br />

Intermediate Points, Number, Angle<br />

These interpolation settings define exactly how finely the vertices of a spline will be<br />

positioned. The various choices are described earlier in this chapter.<br />

Some spline primitives<br />

Arc<br />

This command creates arc elements..<br />

Type<br />

With this option you choose the circle element to<br />

be used in your arc. Choose from ARC, SECTOR,<br />

SEGMENT, RING<br />

Radius<br />

Defines the circle radius from which the circular<br />

element is to be created.<br />

Inner Radius<br />

If you set Type to Ring, this defines the inner radius of the ring.<br />

Start / End Angle<br />

Using these two values you can define the start and end point of the arc element. 0°<br />

defines the value as the positive X-axis, 90° the positive Y-axis, 180° the negative<br />

X-axis, etc. These examples assume you are working in the XY plane, as mentioned<br />

earlier.<br />

Cogwheel - This command creates a cogwheel.<br />

Teeth - Defines the number of teeth for the<br />

cogwheel.. Minimum value is 5<br />

Inner, Middle, Outer Radius<br />

The overall size of the cogwheel is defined by Outer<br />

Radius, while Inner Radius defines the depth of<br />

the teeth. For avid mathematicians: Depth of teeth<br />

= (outer radius – inner radius). The third value,<br />

Middle Radius, gives the height at which any bevel<br />

will start to take effect<br />

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5.3 SPLINE EDITS<br />

Tools for editing of curves are located in top menu<br />

Menu > Structure > Edit Spline<br />

• You must first make spline primitive editable<br />

Hard / Soft Interpolation<br />

This command switches all selected points to hard/soft<br />

interpolation. If no points are selected, all points of the<br />

spline are automatically changed to hard interpolation. Hard<br />

interpolation means that the tangents of the appropriate points<br />

are set to a length of zero. Soft interpolation means that the<br />

tangents of the appropriate points are set to a standard length<br />

and direction.<br />

• Could not be applied for B-Spline<br />

Equal tangent length<br />

•This command can be applied to Bezier Splines only. All other types of spline have<br />

preset interpolation which cannot be changed..<br />

For each selected point, the shorter tangent handle is set to the same length as its<br />

partner tangent. If no points are selected, all points are automatically included in the<br />

action.<br />

Equal tangent direction<br />

•This command can be applied to Bezier Splines only.<br />

All other types of spline have preset interpolation which<br />

cannot be changed.<br />

Tangent is usually controlled with the handles for each<br />

control point. If one tangent is not set properly you can<br />

move handle independently with the Shift key to fix this<br />

problem.<br />

Tangents of selected points have same direction so are<br />

forming a line. If no points are selected, all tangents will<br />

have the same direction.<br />

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Join Segment<br />

A spline can consist of several unconnected segments<br />

(a text spline is a good example of this). If you want<br />

to connect two of these segments, select one or more<br />

points of each segment and use the Join Segment<br />

command. The start points of each spline are joined to<br />

the end points of the other spline. If you directly select<br />

the end points of the two segments, however, these are<br />

also joined. If these end points have the same position,<br />

one of them will be deleted when joining.<br />

You can join either two or all segments at the same<br />

time. If more than two segments are selected then<br />

only the first two are joined. If no points are selected,<br />

all segments of a spline are joined.<br />

Break Segments<br />

• This command requires a point selection and works in<br />

point mode only.<br />

With this command, you can create a new spline<br />

segment. Select one of the points that you want to separate. After using Break<br />

Segment, you will have a new segment and all points on either side of the separated<br />

segment will become a new segment. If the selected points are not consecutive, a<br />

number of spline segments will be created.<br />

To add a new segment to an existing spline, you must first create the first point of<br />

the new segment. Before the break, it is still connected to the old segment. If you<br />

now use Break Segment then the new segment will start here; you can now add new<br />

points using the Add Points command. This function works only with points selected<br />

and you must be in POINT EDIT MODE<br />

Explode Segments<br />

Using this command, you can split the individual segments of a spline into separate<br />

objects. An individual spline object is created from each segment of the original. Only<br />

the first segment of the original spline remains. You do not need to have a selection<br />

and you do not need to be in point mode. The new spline objects become sub-objects<br />

of the original spline and are given the names ‘.’.<br />

For example, a text spline object can easily be split into individual letters.<br />

(Keep in mind that certain letters, such as ‘e’, may be exploded into two or more<br />

segments because of their holes. You may want to group these segments to<br />

re-create the entire letter.)<br />

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Set first point<br />

• This command requires a point selection and works in point mode only.<br />

When you choose this command, the selected point of a spline is defined as the<br />

new start point of the spline and the remaining points are re-sorted accordingly. If<br />

there are several segments within the spline, you can select multiple points within<br />

each segment; each segment will be re-ordered according to the chosen points. If<br />

more than one point per segment is selected, the first point within the spline order is<br />

defined as the start point. Remember that the start of a spline is colored yellow while<br />

the end is reddish in color.<br />

Reverse sequence<br />

This reverse the point order of a segment (i.e. make the first point the last point,<br />

the last point the first point and re-order all intervening points), select one or more<br />

points of the segment and choose Reverse Sequence. You can also apply this option<br />

simultaneously to several segments by Shift-selecting the points of these segments. If<br />

no points are selected, the sequence of the complete spline (and all of its segments)<br />

is reversed.<br />

Move Up / Down sequence<br />

With Move Down Sequence, the sequence number of each point is incremented and<br />

the last point of the original sequence will be the first point in the new sequence.<br />

(Points doesn‘t need to be selected) With Move Up Sequence, the sequence number of<br />

each point is decremented.<br />

Chamfer<br />

Chamfer is an interactive tool. This means you control the tool directly with the<br />

mouse; select the tool then drag left or right within the viewport. Chamfer converts<br />

each selected point to two points with soft interpolation between them. Using this<br />

you can very quickly create rounded corners of a square. Only the selected points are<br />

chamfered. If no points are selected, all connected points of a spline are chamfered.<br />

For an open spline, the start and end points will not be included in the chamfer. If a<br />

point possesses tangents then these will be set to zero before chamfering.<br />

Crossection<br />

• The splines must be selected in the Object<br />

manager.<br />

With this interactive tool, you can create cross<br />

sections for a group of splines; we’ll refer to<br />

these as ‘rail splines’.<br />

Cross sections are always created at right angles<br />

to the current view. You should therefore select a<br />

view in which you can see the rail splines directly<br />

from the side, top or front.<br />

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If you activate the Cross Section tool, you can drag to draw a line where a cross<br />

section is to be created.<br />

Three cross-sections have been created. In the 3D viewport you can that this has<br />

created circles (more or less) that are wrapped around the three rail splines. These<br />

cross sections are Bezier type splines. These cross sections are especially useful<br />

when used as children of a Loft NURBS object. The order of these rail splines is<br />

important. When working with more than two rail splines, make sure that these are<br />

placed in the correct order within themselves in the Object manager, because C4d<br />

uses this object order when creating the cross sections. The start point of the cross<br />

section spline is located on the first rail spline and the end point on the last.<br />

Project<br />

• The accuracy of the projected spline depends on two factors: how finely the spline<br />

is subdivided (the Project function does not add new points) and the alignment of the<br />

splines to the surface. For best results, use a Bezier spline.<br />

Using this command, you can project splines onto object surfaces.<br />

Project automatically converts procedural splines to editable splines. Please note that<br />

this step is not reversible (although you can, of course, use the Undo function). Each<br />

point of a spline is individually projected. If a point cannot be projected (e.g. because<br />

no surface is available for it), then it will remain at its original position. With Bezier<br />

splines, the tangents are adapted to fit the surface.<br />

Projection<br />

Use this dialog to choose the type of<br />

projection. <strong>CINEMA</strong> <strong>4D</strong> projects the spline<br />

onto all visible surfaces (hide the surfaces<br />

of any objects that you want to exclude<br />

from the projection).<br />

View<br />

Projects the points according to the current<br />

view in the viewport.<br />

XY, ZY, XZ - The spline is projected according to the selected plane (the points are<br />

moved perpendicular to the plane, onto the object).<br />

Radial XY, ZY, XZ<br />

With Radial the spline is projected spherically, outwards from the object coordinate<br />

origin of the spline. If several intersections are found, then the furthest one is used.<br />

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5.4 MODELING with SPLINES using NURBS TOOLS<br />

In this chapter we will demonstrate how to use LATHE (NURBS rotation) function.<br />

Lathe is basic method used to create rotational objects. This object is defined with<br />

basic spline which is rotated around Y-axis of the local axis system.<br />

Let‘s use LINEAR SPLINE either from Objects Menu, or from<br />

Spline palettes from Top TOOLBAR. Cursor is changed to an<br />

arrow with Curve symbol which indicates selected tool, click to<br />

the viewport to add the first point of the curve. Add more points<br />

to create curve similar to the one shown on the picture. Finish<br />

edit mode by clicking selection tool (arrow) from Toolbar<br />

Position and point alignment can be done with Coordinates<br />

manager. Another method is use of the tool Set Point Value<br />

set the values of the selected points<br />

Select points which we need to align or set value and from the<br />

menu<br />

Structure > Set Point Value<br />

Leave The point coordinates will not be changed for<br />

the respective axis.<br />

Set Sets the point coordinates to the Val value along<br />

the respective axis.<br />

Center<br />

Centers the points along the respective axis.<br />

Coordinate system sets Coordinate system which is<br />

used.<br />

If we are done with basic curve, click into the viewport to deselect all points. Rightclick<br />

to get available Tools menu and select tool Create Outline at the bottom of<br />

this menu.<br />

This tool creates outline of our curve but can create also outline of polygon object.<br />

Drag mouse left to create offset curve which is connected with the original curve. You<br />

can also create new independent curve too (settings in menu Active object) but we<br />

won‘t use it in this case.<br />

We will use the same method as in the previous case to align points in inner part of<br />

profile. Be careful to set inner points to axis of an object.<br />

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If we have our curve selected in Object manager as active object<br />

for editing, in Attributes Manager under Object tab you can see<br />

its parameters. Here yo can change different curve properties and<br />

also if curve is closed or not. (Close Spline). Deselect the box. Curve<br />

will be now open between the first and the last point. (Yellow and<br />

Red dots).<br />

If those points are not in the rotation axis, select those points and<br />

in context menu called with right-click are tool which we can use.<br />

These are Set First Point, Reverse Sequence, Move Up / Down<br />

Sequence<br />

Move curve to have its open ends on rotation axis in the beginning<br />

of coordinate system (0,0,0).<br />

Curve is now ready to be rotated<br />

Insert NURBS Lathe to the scene form top menu<br />

Objects > NURBS > NURBS Lathe or use icon from palette<br />

In object manager move curve under Lathe function. Next to<br />

cursor is an arrow, which changes when we drag an object over<br />

LATHE icon from horizontal to vertical. That shows, if we drop<br />

Curve object now, it gets into Lathe hierarchically as a child.<br />

We got rotational object.<br />

Center of rotation is defined by lathe<br />

axis and can be changed by moving this<br />

axis (in mode AXIS TOOL) with MOVE<br />

tool. Also the shape of rotational object can be changed by<br />

moving of Spline object (in mode Model EDIT)<br />

Model Tool - work with model<br />

Axis Tool - work with model axis<br />

In VIEWPORT settings we can switch to WIREFRAME mode and<br />

see wireframe model, created with LATHE. Green checkmark<br />

will turn on and off rotation function.<br />

In Attributes Change curve type to B-SPLINE and try how<br />

it works and how the curve and the whole lathe object is<br />

affected. Try all types of curves and notice differences between<br />

them. Return curve to previous mode.<br />

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Insert HyperNURBS from menu Object from the main TOOLBAR<br />

Move the whole Lathe group with Curve under HyperNURBS in Object manager. New<br />

object is created and it is quite similar to B-Spline rotation. Only difference is in curve<br />

connection in the axis of rotation. That is affected by HyperNURBS. Click on green<br />

checkmark for HyperNURBS and disable it for now. Green checkmark turns to red<br />

crossmark.<br />

Let’s edit parameters of Lathe. In Object manager<br />

select this function and in Attributes manager tab with<br />

parameters is shown.<br />

This function has to main tabs Object and Caps.<br />

It tab OBJECT we can edit<br />

Isoparm Subdivision - number of isoparm for viewing,<br />

Angle - through which the spline is to be rotated.<br />

Subdivision -Defines the number of subdivisions along<br />

the rotation.<br />

Movement - Movement is the longitudinal distance from<br />

the beginning of the lathe to the end. If you set Movement<br />

to 0, the spline rotates on a circle.<br />

Scaling- Scaling determines the final scale of the spline.<br />

Flip normals -Flips (reverses the direction of) the normals of the Lathe NURBS.<br />

(Visible after object is converted to editable). Caps options are not important for this<br />

case.<br />

We will finish model of the first glass. In lathe parameters select subdivision to 48 and<br />

this will create smooth surface on our object with edges where points are on a linear<br />

curve. We can edit it a little .<br />

Right-click or from menu structure call menu with tools and select Knife, which can<br />

cut curve and add this way control points. Before edits change curve to linear mode.<br />

Check if Knife tool has option line (line cut). Knife works this way: left-click to start<br />

cut (outside of curve), hold LMB and move line to the end point of cut, release LMB<br />

Add points to the curve accordingly to picture on next page. Points at the edge of<br />

glass will make fillet cleaner and points at the rotation<br />

axis will eliminate sharp point which occurs during<br />

rotation. We have first model with circular shape.<br />

Our goal is to create a few glasses with different shape<br />

which will be always defined with our curve.<br />

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So, make two more copies. Select Lathe group with Curve in<br />

Object manager, and with CTRL key pressed down drag and drop<br />

them in Object manager until cursor gets + sign. When dropped<br />

copy is created.<br />

Change position of new LATHE object in the scene with MOVE tool.<br />

With visibility dots make original group invisible.<br />

Switch to our newly created copy in Object manager and change<br />

Subdivision to 8. Now we created polygonal model of Whiskey<br />

glass with simple change of segments.<br />

Switch viewport to perspective window and visually check position of both glasses.<br />

(For change of position it is necessary to use)<br />

New glass with polygonal shape is nice but to make<br />

it realistic it needs fillets on the top edges. We will<br />

fix this with HyperNURBS function. Copy again<br />

model of this glass and set it to the middle of the<br />

scene (coordinates 0,0,0) .Hide other glasses.<br />

Select new model of glass and convert it to editable.<br />

New object is now not controlled by curve. It turned to polygon mesh. Delete content<br />

of previous HYPERNURBS which and move our polygon object there instead.<br />

Turn this group on. Select active tool to Edge edit mode and select all vertical edges<br />

on both, inside and outside polygons of glass.<br />

How to select edges for editing<br />

Select with LMB and add more elements to selection with SHIFT key. Add desired<br />

vertical edges, and also rim edges on the top of this glass. For easier work<br />

temporarily disable HYPERNURBS function either with checkmark or with Q-key.<br />

If you select more elements than needed you can subtract them from selection with<br />

LMB while holding CTRL key.<br />

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Turn on HyperNURBS, use select tool and click on Active Tool tab, where we will set<br />

roundness of edges.<br />

Roundness of edges we will set with<br />

HyperNURBS Weight window.<br />

Set value to 85 % and confirm with button<br />

Set. With this method we have very similar<br />

glass to our previous lathe model but edges<br />

are nice and smooth. This new glass is much<br />

more realistic. We can select bottom rim<br />

edges and set their weight to 75% too. Move<br />

our last glass to different position and turn on<br />

visibility for all glasses to compare them.<br />

5.5 NURBS TOOLS USE<br />

We have just explained practical use of Tool Lathe to create<br />

rotation objects. Now we will discover some other tools for<br />

NURBS modeling. All NURBS tools are accessible form MENU<br />

OBJECTS or with icons from TOOLBAR<br />

Extrude NURBS<br />

The Extrude NURBS object extrudes a spline<br />

to create an object with depth. The extruded<br />

object appears as soon as you drop the spline<br />

into the Extrude NURBS in the Object manager.<br />

You can also use splines to cut out holes.<br />

If, for example, a single spline object has two<br />

segments (an outer circle and an inner circle),<br />

the inner circle will be interpreted as a hole.<br />

<strong>CINEMA</strong> <strong>4D</strong> detects hole splines automatically.<br />

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• All segments must be contained within a single spline object — additional splines<br />

will be ignored. To connect the splines, select them and choose Functions > Connect.<br />

Attribute manager<br />

Movement<br />

Into these three input boxes, enter the<br />

extrusion distance along the X, Y and Z-axes<br />

(based on the local axis system of the NURBS<br />

object).<br />

Subdivision<br />

Defines the number of subdivisions along the<br />

extrusion axis..<br />

Iso Subdivision<br />

Defines the number of isoparms used to display the Extrude NURBS when the isoparm<br />

display mode is active.<br />

Flip Normals<br />

Flips the direction of the normals of the Extrude NURBS. Usually normals are in the<br />

correct direction. However, with open contours it is not possible to know which way<br />

they should point. In this case, you can control the direction of the normals, either<br />

by changing the direction of the spline or by enabling the Flip Normals option. This<br />

option does not effect the caps, since their normals are always calculated correctly.<br />

Hiearchical<br />

If this option is enabled, you can group, say, several splines within a Null object and<br />

place this group in an Extrude NURBS. Each spline of this group is now extruded<br />

separately. This is important especially for a text spline when you have enabled its<br />

Separate Letters option. In this case, a separate spline is created for each letter;<br />

these splines are in an object group. The Hierarchical option must be enabled to<br />

extrude these separate letters.<br />

Untriangulate<br />

This option removes polygon edges where possible by converting triangles to<br />

quadrangles. If the spline intersects itself that does not take the option into account.<br />

Caps<br />

Use these settings to add caps and/or rounding to the Extrude NURBS. The Caps and<br />

Rounding settings are described later in this chapter.<br />

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LOFT<br />

The Loft NURBS stretches a skin over two or<br />

more splines (although see the tip below). The order<br />

of the splines in the Loft NURBS determines the<br />

sequence in which they are connected.<br />

If you want to create loft on only one curve (flat<br />

text) Spline should be closed. Loft can be used for<br />

combination of closed and opened splines too.<br />

Original Splines. Creation of Loft surface.<br />

• You can use a single spline with a Loft NURBS to<br />

create a surface.<br />

Attribute manager<br />

Mesh Subdivision U/V<br />

This gives the number of subdivisions in the U<br />

direction, i.e. along the circumference of the crosssection.<br />

Isoparm Segmentation<br />

Defines the number of isoparms used to display the Loft NURBS when the isoparm<br />

display mode is active.<br />

Organic Form<br />

If this option is disabled, the Loft NURBS lines pass<br />

directly though the spline points and the distances<br />

between the lines adapt to the spline points. If the<br />

option is enabled, the Loft NURBS lines maintain<br />

equal parametric distance to each other, creating a<br />

looser, more organic form.<br />

Loop<br />

If this option is enabled, the first spline is connected<br />

to the last spline in the V direction.<br />

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SWEEP NURBS<br />

The Sweep NURBS requires two or three splines.<br />

The first spline, the contour spline, defines the cross<br />

section and is swept along the second spline, the path,<br />

to create the object. The optional third spline (rail<br />

spline) can be used to modify the scale of the contour<br />

spline over the object’s length.<br />

• The contour spline should lie on the local XY plane..<br />

• You can use splines with multiple segments, e.g. you can sweep an entire word<br />

along the path.<br />

The contour spline is swept along the path in the direction of the contour’s Z-<br />

axis. If you are using a planar (two-dimensional) path spline, there are no further<br />

considerations.<br />

However, the behavior of the sweep is a little more complicated with a non-planar<br />

(three-dimensional) path. If you enable Banking, the following rules apply: The<br />

contour spline is rotated at the start of the path spline so that its X-axis is parallel to<br />

the average plane of the path spline.<br />

This plane can be used to control sweep but loop option can not be used at the same<br />

time. In this case is appropriate third spline to control direction and size of profile for<br />

the whole sweep.<br />

Banking allows you to use arbitrary 3D paths. However, it is not suitable for a precise<br />

sweep since the contours may break up, depending on the path. If the Banking option<br />

is disabled, the following applies: the contour spline is rotated for each subdivision<br />

so that on the one hand its Z-axis is always tangential to the path spline and on the<br />

other hand its X-axis is parallel to the XZ plane of the path spline. You can use this XZ<br />

plane to control the sweep, although you do lose the ability to model loops, since the<br />

contour flips over when the path runs vertically.<br />

Finally, there is another, much more powerful functionality — you can use a rail spline<br />

to control the direction and/or scale of the contour as it runs along the path. The path<br />

spline controls the positioning of the subdivisions. Adaptive spline interpolation is<br />

usually a good choice since it generates a relatively low number of surfaces. Uniform<br />

spline interpolation, on the other hand, is the better choice for animation since the<br />

subdivisions will be a uniform distance apart.<br />

A common mistake when using rail splines is to use a path spline with adaptive<br />

interpolation. This can generate insufficient subdivision for the rail to work properly<br />

— a higher resolution is required. You can solve the problem by setting the path’s<br />

Intermediate Points to Natural.<br />

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Figure shows - ADAPTIVE INTERPOLATION and<br />

NATURAL INTERPOLATION and final object.<br />

Control splines are on the right side<br />

Attribute manager - Object properties<br />

Isoparm subdivision<br />

Defines the number of isoparms used to display the<br />

Sweep NURBS when the isoparm display mode is<br />

active.<br />

Scaling<br />

Determines the size of the contour at the end of the<br />

path. The contour is 100% at the start of the path<br />

and the size is interpolated in between.<br />

Rotation<br />

Defines the rotation about the Z-axis that the<br />

contour has passed through by the time it reaches<br />

the end of the path.<br />

Growth<br />

Defines the size of the sweep. 50% means the<br />

contour spline is swept along the half of the path. If<br />

the path is closed, you can set caps (but not rounding) when the growth is less than<br />

100%.<br />

• You can animate the growth by recording the Growth parameter. For example,<br />

you can gradually write a word by using a circle spline as the contour and a spline in<br />

the shape of the handwriting as the path.<br />

Parallel movement<br />

If this option is enabled, the contour is swept in a parallel manner (i.e. it is not<br />

rotated at all).<br />

Banking<br />

If Banking is enabled, the contour spline will lean into the curves of the path spline.<br />

The initial banking angle is set to the average plane of the path spline, which is<br />

calculated from the position of the path’s spline points. The banking angle must be<br />

chosen at random for straight lines since they cannot define a plane. In this case, turn<br />

off banking to make the contour will run parallel to the path spline’s XZ plane.<br />

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Use Rail direction<br />

Enabled (left) and disabled (right), If enabled the rail spline will influence the rotation<br />

of the contour about its Z-axis.<br />

CAPS<br />

Parameters are the same for Sweep, Extrude, Lathe and<br />

Loft NURBS<br />

Start/ End<br />

Use the Caps and Rounding page to<br />

change the rounding at the start and<br />

end of the NURBS object. Parameters<br />

Step and Radius have separate<br />

settings for each cap.<br />

Fillet, Cap or both are common parameters.<br />

Steps - Here you enter the number of subdivisions for the<br />

rounding at the start of the object.<br />

Radius - Determines the radius of the<br />

rounding at the start of the object.<br />

Fillet type<br />

Choose the shape of the rounding<br />

from this drop-down list. When the<br />

constrained mode is active, all fillet<br />

types except the Engraved type<br />

extend the length of the extrusion of<br />

the NURBS object.<br />

Different materials for the hull, caps and rounding<br />

You can apply different materials to the hull, caps and<br />

rounding. To do this, either convert the object into polygons<br />

For example, using the Extrude NURBS you can create edges<br />

with different material then the rest of cylinder created with<br />

NURBS tool.<br />

Restricting a material to an invisible selection — in this case,<br />

the rounding at the front of the text.<br />

Apply a material to the start cap by using the<br />

Selection box (Texture tag). For example:<br />

C1 = Cap 1, C2 = Cap 2, R1 = Rounding 1,<br />

R2 = Rounding 2.<br />

Or you can drag materials on polygons<br />

manualy.<br />

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5.6 MODELING TOOLS<br />

Modeling tools are also another method which gives us further<br />

possibilities how to model out project. Some of them we will<br />

discuss in this chapter. You can find them in the menu Objects<br />

> Modeling or through Toolbar Icons<br />

BOOLE - Boolean operations<br />

It performs realtime Boolean operations on primitives or<br />

polygons. This means that you can see the result in the viewport<br />

as soon as you make the two objects children of the Boole<br />

object (try two spheres for testing). The default Boolean mode is A subtract B.<br />

• The Boole object also works with hierarchies. This means you<br />

can cut not only one but two or more holes in an object using<br />

A subtract B. Each further cut object must to be located in a<br />

hierarchy under the first cut object.<br />

• For a cleaner cut (i.e. if you can see defects), increase<br />

the number of subdivisions for the objects.<br />

Attribute manager - Object properties<br />

• Most of these settings are available in High Quality mode<br />

only.<br />

Boolean Type<br />

Four Boolean modes are available:<br />

A + B A - B A intersects B B minus A.<br />

A Union B: Object A is merged with object B.<br />

A Subtract B: Object B is subtracted from object A.<br />

A Intersect B: The volume of intersection is shown.<br />

A Without B: This is similar to A subtract B, but it is not a genuine Boolean<br />

operation. It cuts holes in object A without capping the holes.<br />

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High quality<br />

The Boole object incorporates a high quality Boolean algorithm known as Better<br />

Boole. Enable the High Quality option to use the Better Boole algorithm, which<br />

generates a cleaner mesh with fewer polygons (triangles).<br />

Create single object<br />

If you convert the Boole object to polygons (Functions > Current state to object<br />

or Make Editable) and this option is enabled a single object is created. If the option<br />

is disabled, the Boole object’s Phong tag will be evaluated if present.<br />

Optimize<br />

This parameter is only available if Create Single Object is enabled. If the Boole object<br />

is converted to polygons, points within a set distance of each other are merged to a<br />

single point. Enter the desired distance into the<br />

box. In the example, the Boole has been applied<br />

to the top-right and bottom-right objects. The<br />

following settings were used.<br />

Left: Create Single Object disabled.<br />

Center: Create Single Object enabled.<br />

Right: Create Single Object and Create Phong<br />

Breaks At Intersections enabled.<br />

Instance<br />

To create an instance of an object, select the object in the Object manager<br />

that you want to instance and choose Objects > Modeling>Instance.<br />

The instance now appears in the Object manager.<br />

To change which object is referenced, first select the Instance object in the Object<br />

manager to display its settings in the Attribute manager. On the Attribute manager’s<br />

Object page, you’ll find a box called Reference Object. Drag and drop the name of<br />

the object that you want to be instanced from the Object manager into the Reference<br />

Object box.<br />

Attribute manager<br />

To reach these commands, click the triangle next to the Reference Object box.<br />

Clear<br />

Removes the reference to the original object.<br />

Show in manager<br />

Scrolls the Object manager if necessary to make the original object visible..<br />

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Selected Element<br />

An instance object is a special duplicate of an object that does not have its own<br />

geometry. As a result, instances require far less memory than conventional<br />

duplicates, but the advantages do not end there. Imagine that you have created a<br />

street scene with over 40 street lamps (all instances of the same original object). By<br />

adjusting the brightness of the original lamp’s light, you can change the brightness of<br />

all lamps in one go. You may even edit the original with the modeling tools and the<br />

instances will follow suit. Material properties are adopted as well. Only the position,<br />

scale and rotation are independent of the original.<br />

An instance object will not significantly increase the size of the saved <strong>CINEMA</strong> <strong>4D</strong> file.<br />

However, the <strong>CINEMA</strong> <strong>4D</strong> editor will still need to allocate additional memory as if the<br />

instance object were a non-instance duplicate. The Scene Information dialog shows<br />

instance objects to consume as much memory as duplicates.<br />

SYMMETRY<br />

• The Symmetry object works with geometry and splines only, not with lights,<br />

cameras and so on.<br />

The Symmetry object is especially useful when polygon modeling symmetrical (or<br />

nearly symmetrical) objects such as faces. Model just one half of the object and the<br />

other half is generated automatically. Once you’ve finished modeling one side you<br />

might want to make the Symmetry object editable to convert the generated half<br />

into polygons. You can then tweak either side separately to avoid the model looking<br />

unnaturally symmetrical.<br />

Try something simple: create a sphere, convert it to polygons with Functions ><br />

Make Editable and select the Points tool. Select the Rectangle Selection tool and, in<br />

the Front view, select the right half of the Sphere object’s points and delete them.<br />

Create a Symmetry object and, in the Object manager, make the sphere a child of the<br />

Symmetry object.<br />

The right half of the sphere is generated and the sphere is complete once more.<br />

Note that only the left-hand side has points. Now edit some of the points on the lefthand<br />

side, perhaps with the Magnet tool. Notice how the generated side is updated<br />

automatically.<br />

Attribute manager - Object properties<br />

Mirror plane<br />

Determines which plane is used as the mirror. ZY is the default since it is used in the<br />

front view for objects with vertical symmetry, such as a face.<br />

Weld points<br />

If the Weld Points option is enabled, points at the mirror’s edge are welded<br />

automatically — two points become one.<br />

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