Flash production: Swift 3D v4 Easy Model Coffee Mug

Source: Internet
Author: User
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Swift 3D has become a necessary tool for many flash enthusiasts, using it to produce a very dazzling three-dimensional flash animation. Swift 3D's latest version of V4 adds a number of new features, especially with the addition of a large professional three-dimensional software Advanced Modeler (Advanced Modeler) similar to 3ds Max in the modeling.

  Click to download the latest version of Swift 3D

Advanced Modeler (Advanced Modeler), as an effective complement to the swift 3D traditional modeling process, allows you to move, rotate, scale, squeeze, cut, distort, and perform various operations on the control points, edges, and faces, as in 3ds Max. Make modeling work easier and more professional.

This article assumes that you have mastered the use of the earlier version of Swift 3D. Let's take a coffee cup modeling example to experience how to use the Advanced Modeler (Advanced Modeler) in Swift 3D V4. The article at the end provides swift 3D v4 and download the original file for your reference.


Full Effect

  first, the production of cup body

1. After downloading and installing Swift 3D V4, start the program and click the Advanced Modeler tab to switch to the Advanced Modeler workspace, with a editing mesh (edit grid) button on the right side of the toolbar, and if not, press this button.

2, we use cylindrical body as the original object of making coffee cup. Click on the Create Cylinder mesh (Create cylinder grid) button on the main toolbar, where the cylinder properties appear on the left, as shown in the following figure. Set the axial (axial) and radial (radial) segments 8 and 18 respectively in "Segmentation" (section) and tick "Closed" (closed) below.


Figure 1

3, hold down the CTRL key while holding down the left mouse button in the Perspective view, of course, you can also drag in other views, but in the perspective view you can make the cylinder automatically align the origin of the coordinates. Now the four view should look like this.


Figure 2

4, knock on the keyboard of the F key, or click on the main toolbar "Face Selection" (select) button, if the entire object has been selected before, then all the faces will be selected. Click the left mouse button in the background outside the object in the view to cancel the selection of all faces. Then select the 18 surfaces above the cylinder. Click to select a face, and then click another one, which is automatically selected. All you have to do is click, and you don't need any other auxiliary keys. The selected faces are shown in the following figure.


Figure 3

There should be a good habit of observing the status bar at the time of modeling to help us check whether the selected number is correct. The status bar is now shown in the following figure, showing that the currently selected number of faces is 18.


Figure 4

5. Right click on the selected face and select the command "Extrude-> y" (extrusion in the y-axis direction) from the shortcut menu that pops up. Then use the left arrow to drag along the y-axis direction, and note that the mouse pointer shape must be moved before dragging, the same way, by moving the mouse over the center of the axis that appears in the figure. The results of extrusion are shown in the following figure.


Figure 5

6, use the same method to drag the mouse up again, extrude the results shown in the following figure. This adds two paragraphs to the top of the cylinder.


Figure 6

7, still maintain the selected state of these 18 faces, right-click on it, from the shortcut menu pop-up Select the command "Scale-> uniform" (zoom-> evenly scaling), and then use the left mouse button in the view, the result is that the polygon will become larger or shrink to the center. Drag and drop to the results shown in the following figure. If you feel that dragging and dropping the mouse is not easy to control, you can use the control on the left side of the view for precise control, no longer repeat.


Figure 7

9, still use the right button menu, select the command "Move-> y", and then use the left key along the y-axis down, until you get a relatively flat upper surface, as shown in the following figure.


Figure 8

10, after the vision by moving the completion of the move, we use a more accurate way to make adjustments. Click the button at the top left of the left view and choose Maximize from the pop-up menu to maximize the left view. Tap the V key on the keyboard or click Vertex Selection on the toolbar (Control point selection), drag the left mouse button, select the top line control point, right-click on any of the selected control points, and select the command "Flatten-> y" from the pop-up menu (flatten in y direction).

After this step, all the control points in the top are in the same coordinates in the Y direction.


Figure 9

11. Click the button on the top left of the left view select Show All Viewports from the pop-up menu (display all views), knock the F key on the keyboard, or click Face Selection on the main toolbar to select the 18 sides of the top. Use the "Extrude-> Y" command in the right-click menu to squeeze a little downward, which is also known as "negative extrusion," as shown in the following figure.


Figure 10

12, with just the method repeated negative extrusion three times, as shown in the following figure, you can select any view when the operation, but the left view can show the extrusion to what position.


Figure 11


Figure 12


Figure 13

The object should look like this when the extrusion is finished.


Figure 14

  Second, make handle

13. Next, make the handle of the cup. Click Create box Mesh on the main toolbar, set the parameters as shown in the following figure, and set the width, height, and depth values to 1, 6, and 1, respectively. Hold down the left mouse button in the Perspective view until you can see the cuboid appearing outside the cylinder, as shown in the following illustration.


Figure 15

14, switch to the top view, using the "Move-> z" command in the right-click menu, remove the cuboid from the cylinder along the z-axis, and then use the "Scale-> Uniform" command to scale the cuboid and observe the results shown in the view below.


Figure 16

15. Switch to left view, use the "Scale-> Y" command in the right menu to change the height of the cuboid, and in the left view the results shown in the following figure.


Figure 17

16. In the Perspective (Perspective) Diagram, select the top and bottom of the handle toward the four faces of the cylinder, as shown in the following figure.


Figure 18

Check the status bar to make sure the number of selected faces is correct.


Figure 19

17, switch to the top view, using the "Extrude-> Z" command in the right menu to squeeze the selected cylinder direction three times, the results shown in the following figure.


Figure 20

18, switch to the left side of the left view, knocking on the keyboard V, drag the top right corner of the handle and the lower right corner of the control point, so that its shape does look like a handle, the results of the following figure.


Figure 21

  Third, welding

19, switch to Perspective (Perspective) Diagram, select the cylinder on the four sides of the handle, delete it, as shown in the following figure, but also delete the handle and the right side of the four face, which is just selected to squeeze the four faces. If you encounter difficulties in the selection, you can temporarily move the hand to the farther away from the cylinder, removed and then moved back. If the surface on the previous two objects does not have a positive pair, you can rotate or move the cylinder so that it is working again.


Figure 22


Figure 23

20, Next we will weld the two objects together, you can weld the control point into pairs. As shown in the following figure, select the two control points relative to the cylinder and handle, do not change the order of the selected control points in the selection process, the first control point is green when selected, the second is red, and the green control point is the target point to be welded by other points. Move the mouse pointer over any selected point, and then click the right mouse button and select "Weld" from the pop-up shortcut menu to weld the two dots together.


Figure 24

After welding the above points, then weld the following points in the same way.


Figure 25

After welding, observe the object in the perspective now, very close to a cup, but obviously not enough.


Figure 26


Figure 27

  Iv. detail adjustment and complete production

21. Select the entire cup, right-click on it, and then select the command "Subdivide-> Smooth include Border" from the pop-up shortcut menu (subdivision-> includes smooth edges) so that the cup looks much better, as shown in the following figure.


Figure 28

23. To make the cup smoother, repeat the steps above to subdivide it again.


Figure 29

The cup modeling work is done here. Click the Scene Editor tab to leave the Advanced modeler. To choose a material for the cup here, see the tutorial mentioned at the beginning of this article.

Before previewing and outputting, adjust the smooth settings. In the Smoothing option area, select Auto Smooth (Auto smooth) and set the smooth angle to 80.


Figure 30

Finally switch to "Preview and Export Editor" (Preview and output editor) to render the scene, as shown in the figure. You can output to different file types as needed, such as Flash SWF files, jpg files, and so on, no longer repeat here.

Original File Download

Swift 3D v4 Download


Figure 31 Final Finish effect



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