The forms threadlike animation tubes or pipes to simulate, hair and other elements of great use in the generation of scenarios and characters.
The build process is specific to each software tool.
How do you create a pipeline in Blender? Although it is a simple process, worth analysis to rapidly explore their generation and particularities.
To begin, should be in a mode “Object”, so we can add new geometry to our scene.
In this way add a curve (Bezier o NURBS) which will open the guide shaft, and a closed curve constituting the pipe section that we generate.
To add these items will press the spacebar placing the cursosr in the 3D window, or also select the option “Add” from the menu window alphanumeric. In any case, select “Curve” and the desired type. The addition process is similar for both those who have already seen the add and edit screens.
The next step is to associate with the shaft section or guide that determines how the pipe filiform.
For that we need the name of the object that serves as a section, and can be found on the tab “Link and Material” the label named “OB”, our object is called “CurveCircle”. This name is automatically generated when adding the object “Curve” in the previous step.
The next step is to associate the name with the guide curve, to what previously we switch to “Edition” Geometry, selecting the curve which acts as a guide open.
By switching to edit mode tabs will have access to new controls.
Tab “Curve and Surface” enable us to complete the definition of the pipe.
We will look at the cell “BevOb” in which we will enter the name of the object that serves as a section of the tube. This name we have obtained in the previous step can be entered using the keyboard in the cell previously selected data, and also be entered using the classical operations “copied and pasted” through an intermediate buffer memory.
Automatically update the object used as “guide” Pipe, reflecting changes resulting from this new partnership.
If you modify the curve that acts as Section, automatically be reflected in the surface of the pipe. For example, if we scale that section to reduce its diameter, will have a lower tube section.
We may also change its shape in the edit menu, thus obtaining a similar result to update the shape of the tube.
We deform the guide in edit mode and return to the object is likewise reflect changes.
The modification may affect both the position of the elements (control points of the curve) as to the direction of the same (tangents), and even can add new points to improve control of the curve, make it longer, more curved, etc..
Last, and interesting detail, if we add new curves in edit mode, generated once the tube, to exit this mode you will see that they are affected by the same modifier and see new pipelines that use them as guides.
Although article talked about pipes, we will see there is a new level of control over the shape of the tube along the guide, which can make them useful in the construction of other elements filiform, as the arms or legs of a character, chair leg etc.
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