inquiry Using Ffds on 3D Polygonal Objects
The easiest way to alter polygonal geometry is to use any of the Ffd (free form deformation) modifiers. This works much like using Nurbs operate points. Your 3D agenda contains two new free form deformation modifiers that help you alter the covering of a model. In all, you now have five Ffd modifiers to apply to your geometry. All are settled in the More button by default.
Using Ffds on 3D Polygonal Objects
The two new free form deformation modifiers-Ffd Cylinder and Ffd Box-have configurable points, that is, you can set the number of points that you can use to alter the shape of the basal geometry. As you may know, the conception behind Ffd modifiers is simple. Upon applying the Ffd modifier to an object, your 3D Application places a Lattice around the object.
The Lattice is associated by a series of points, called operate points. As you move the location of one or more points, the model reacts as if the points are magnets pushing and pulling on the covering of the geometry. It is much like shaping a lump of clay. Ffd modifiers can be applied at the object or Sub-Object level. In whether case, the operate points work on the faces that they are applied to only.
The points also store their own position, rotation, and scaling data so that you can animate them. They cannot, however, be assigned to named choice sets. For character modeling, Ffds work great for shaping basic models, much like the one you have been working with in the past few exercises. By applying free form deformation to Sub-Object selections on basic characters, you can shape just the areas you want at a time. This means that you can have varying levels of information in different portions of the model, getting more operate where you need it and less where you do not.
Although Polygonal models do not recite the most efficient way to model characters, they can prove to be very beneficial for building richly detailed models that look great close up. Using a combination of Editable Mesh, Mesh Smooth, and Ffds, you can build just about anyone out of Polygonal primitives.
You can use Section to generate a 2D shape that was then used by the ShapeMerge combination object to cut holes in the arm and torso. To use a copy of the section shape in the torso, you first had to rotate it in the World Z axis, then mirror the spline at Sub-Object level to cause the negative Z axis of the shape to point in the strict direction. After you combined the holes in the arm and torso with shape merge, you used the new combination object called associate to close the facing holes.
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