Feb 3 -Graphics
- Go
over basics of cinema 4d that were demonstrated last Thur
- note that the basic operations ( move, uniform scale,
rotation) preserve shape (angles)
- move and rotation preserve length (isometry) of line
- uniform scale preserves angles of line
- scaling in one axis does not preserve angles
- Go
to 7 in Introductory notes and then continue here
- Continue to line and difference between raster and vector
- open Photoshop to examine line-- jaggies -- aliasing
- could filter it but what filter -- what is happening
- filter-->blur----> average-- too gross
- filter-->blur--->box average in a little box
around each pixel
- gaussian blur similar to box but closer pixels get
more weight
- color changes
- Could use layers and combine images so light or dark
remain
- basic technique in all sorts of image processing
- Use pen tool to show how Photoshop handles anti-aliasing
programmatically
- Cinema 4d has to deal with anti-aliasing when render
- Create cube in Cinema 4d
- can do move, uniform!!!!!, scale rotate
- really just transforming all the vertices that make up
object
- make editable so can manipulate faces and
vertices--right mouse click---> make editable (also in
mesh-->conversion-->make editable)
- note can now scale non-uniformly
- click on vertex manipulation in vertical command palette
- Work in perspective view and in selection tool on
horizontal command palette hold down and make it marquee
selection. Do a Marquee selection around entire box.
- you probably wont get everything so use the view rotate
tool to find points unselected then shift select
them
- you can push o or option--o to center points selected if
you lose the object
- or look under View in the perspective palette. You can
undo what you have done to view (perspective camera) or
frame objects selected etc.
- Now do all the transformation of object and you will see
that you need only transform vertices to get object
transformed
- Pick vertices for a face and transform-- new shapes but
face remains intact
- Go to File-->New and make new cube or pick cube in object
manager and press delete
- Make new cube and make editable - note scale can be non
uniform
- Go to front window
- Click on rotate
- notice how axis rotate with object -- called local axis
- your operations are in this new frame-- same with move--
frame moves with it
- pivot only moves using move
- you are in a new basis after rotating
- Using transforms in world coordinates on rotated object
- Unfortunately in cinema-4d you must be in point
or edge mode to set to world coordinates.
- Select all the edges of cube or all the points by being in
the appropriate mode on the side command palette
- you should probably do this in perspective mode
- In the Attribute View change the Axis to World
- Now scale in the x direction
- Change axis to object and rotate till get back with base
and top of rectangle you see parallel to x axis
- I think there is a problem in cinema-4d interface ---
the object axis does not seem to rotate back. You can
rectify this by manually putting it back with axis tool.
- Notice you have produced a shear transformation.
- HW
- If you first scale in world coordinates, then rotate and
then rotate back what do you get?
- These transformations are not commutative
- Making Curves
- Go to curve box in horizontal command palette--> Bezier
Curve (Spline)
- If you just click points you get polygonal curves
- If you hold down mouse button and drag you can determine
direction(tangent) curve will go at each point and get
good curves. Do it with two points. Push return.
- This is a Bezier Curve
- You can add points as you go making tangents you want
- you are getting a piecewise Bezier curve
- If you want to see tangents to modify you click on a point
you see when in point command mode. You will then see tangent
handles and can move the tangents with both tangent sides
staying together . If you hold down shift you can move them
independently. You should be in move command mode. You
move point in any direction by just moving mouse with left
button down when off the model.
- If you want to add points you go into the point mode on the
vertical palette and chose the move tool on the horizontal
palette and then command left click outside of curve to add
points there and command left click on the curve to add points
there.
- Making surfaces
- pre-made under cube on horizontal palette-- platonic --
polygonal surfaces vertices,edges,faces (planar)
- polygonal manipulations
- make square, platonic
- select a face and extrude, scale etc
- subdvide all faces or some-- problems
- if face made up of 4 points can mess things up by moving
vertices -- non planar
- Bezier curve to surface
- make an outline of vase in front window around y axis--
note if you hold down shift before you put down first point
you can constrain tangent to be vertical. Later if you pick
points you can move one side of tangent independently from
another. Press return.
- Go to Lathe object by holding down left mouse on
symbol to right of curves on horizontal command palette
- In object manage drag spline under Lathe Transformation
- Try other Transformations-- extrude etc. read help files
- Basic Theory behind the concepts