A guide to the Maya modeling of twisted-weave bracelet

Source: Internet
Author: User

The effect of the hinge-weave bracelet is as follows:

Maya Woven Fabric Modeling (Fig 1)

1. Choose the Maya menu Create>ep curve tool, in front view, first hold down the X key to open the point capture, and then use the left mouse button click, starting from the coordinate origin (x=0.y=0.z=0) to draw the curve, the following figure  Curve is composed of 13 CVs of the curve.

Maya Woven Fabric Modeling (Fig 2)

2. In the side view, select the built curve, the right mouse button, in the Pop-up hot box select control Vertex, select the 3rd, 6, 9 and 12th controllable points, hold down the X key to open point capture, move along the z axis-1 units.

Maya Woven Fabric Modeling (Fig 3)

3. In the same way as step 2nd, select the 2nd, 5, 8, and 11th controllable points, move 1 units along the z axis, right-click on the object in the right mouse button and select Select in the Hot box that pops up.

Maya Woven Fabric Modeling (Fig 4)

4. Click the edit>duplicate option box, pop-up Options panel, in Translate y, enter 6, number of copies input 2, click Duplicate. The following figure shows.

Maya Woven Fabric Modeling (Fig 5)

5. Click the create>nurbs primitives>circle option box to set the number of sections to 6 in the Options panel. The new ring appears at the coordinate origin and we move it along the X axis to the next step.

Maya Woven Fabric Modeling (Fig 6)

6. Click on the upper left corner of the screen, select Modeling Menu mode, select the ring and CVS curve, click the Surfaces>extrude option box, pop-up Options panel, in result position selected at path, in pivot selected component and click Apply; then select the ring and another CVS curve to repeat the previous steps. Press the 5 key to switch the view to shaded mode, as shown in the following illustration.

Note: You can adjust the thickness of the extrudedsurface by changing the size of the ring.

Maya Woven Fabric Modeling (Fig 7)

7. Open Windo

W>outliner Panel, select 3 Extrudedsurface, select Edit>delete by type>history in main menu, return to Outliner panel, select CVs Curve and NURBs ring, press D Elete Delete, select the 3 extrudedsurface, click the Modify>convert nurbs to polygons option box in the main menu, and select Control in Tesselation method points , click Tesselate. Select 3 extrudedsurface in the Outliner panel, press DELETE to delete, and now only polygon objects are left in the scene.

Maya Woven Fabric Modeling (Fig 8)

8. Select the three polygon objects, execute the polygons>combine, and merge the three objects into one object.

Right click on the object and press and hold, in the hot box to select Face, the following figure to select the surface of both ends and delete, so that we have a loop can be repeated cycle of the woven model. Press the right button again and select in the Hot box that pops up.

Maya Woven Fabric Modeling (Fig 9)

9. Select this woven fabric model, click the Edit>duplicate option box, and then click Reset the settings and duplicate. Select the copied object, in Channel box (Display>ui ELEMENTS&G T;channel box/layer Editor), enter 18 in Transtlate y so that it moves up 18 units along the Y axis.

Select the two objects and use the Polygons>combine command to fit into an object. Right-click the object, select Vertex in the Hot box that pops up, select all the points, click the Edit polygons>merge vertices option box, set the distance to 0.1000 and click Mergevertex. Now these two merged objects between The seams have been welded, and if you make the weave longer, just repeat the steps above (note that the distance to move the copied objects along the y-axis will change from 18 to 36).

Finally, select the woven model and perform polygons>smooth.

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