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Primitive objects are great, but there are times when you need to create a shape that's not easily achieved using primitives. In these situations, spline objects give you more flexibility. And spline objects can be accessed here, underneath this button. Or that can be accessed here under spline in the create menu. Now, at the top, we have different ways of being able to draw your own splines freehand. And they give you more control in determining the shapes.
They're basically like vectors. Mathematically-described shapes, like those used in vector drawing applications, like Illustrator. So you can choose to draw your own custom shapes, using controls like you would find in After Effects for drawing masks, B-splines and Bézier splines. Or like Illustrator, where you can draw freehand, you can also draw linear points and there are another couple of options for drawing by hand the shapes you want. Underneath these options there are also preset spline shapes for you to use.
And we're going to use the (UNKNOWN) So you can either select it here or you can go over here and select it from this menu here. And you'll see that it creates an arc, and the arc appears here. In my objects manager. Now we're going to use this to create the rough shape of a claw for the hand of our robot. Now this plane is an empty object. Which means it doesn't render until you add depth and surface to it. And in order to do that, you need to use it in conjunction With NaRBs.
Now, NaRB objects are generators, so they allow you to create surfaces and shapes from vectors such as this. And each NaRB object needs other objects to work with, which are the splines. In other words, we use a combination of NaRBs and splines together to create objects. So, what we'll do is we'll use the sweep nobe and we can access the nobes from up here. And you'll see with Cinema 4d Lite, you have six different types of nobes.
And we're going to have a look at some of the others but later but we use sweep nobes. And what sweep nobes allow you to do is define shape. And then sweep it with another shape. So, in this illustration here you can see it has two white lines highlighted on it, and that indicates what you're going to need to make this nerb work. We need one line or spline for the shape of this path if you like. And then we have a circle here which determines the cross section.
So we're going to select the sweep nurb and you can see appears up here in the object manager of the sweep nurb object is above the arc object. Ok, so we got our arc We've got our sweet nerb. We want to create a claw. Now, at the moment, the claw would be facing this way. We want it to kind of be along the plane between the y and the z axes, rather than between the x and y axes. And if you have a look down here in the arc object attributes, you can see that the plane setting is at x and y.
And that's why The spline is going between the X and Y axes. We can change it so it goes between Z and Y. And that means it's in the correct orientation for our claw. Now I'm just going to middle click, and then middle click on my right view, so I can see it from the right. And you can see here's my nice claw shape. Now at the moment it's too big, quite clearly, so I'm going to bring it down to a radius of 50, so it's much smaller. Now I'm going to resist the temptation to move it at the moment, because while I'm modeling it's really best to keep everthing at that origin point.
Because what we're going to do now is we're going to create a cross section. So the first plane is to determine the basic shape of the object. The second spline we create is the contour spline. And that's used to define the cross section that we see highlighted up here by these white lines. So this first one would be like our arc. And if we were creating a pipe, a kind of circular shape we would use a circle. But we don't want that. We want to create a kind of. Blade so I'm going to go back into my splines and instead choose a rectangle as my cross section.
Now at the moment again it's on the wrong plane we need to either have it on the x y plane. Or the z x plane. Okay? It's sometimes a little bit hard to think. But, you basically want it across the top, or across the bottom of this sweep norbe shape. The, the initial shape that we've got here. So we're going to change it. And in this instance, I'm actually going to change it to xy. And now it's flush against this top edge of our claw, which means it will sweep along that way.
Now it's quite important that they're both at the same origin and that they're the right shape and size before you use the nobe. (UNKNOWN). So I'm going to make it 23 by 1 and we'll put a little bit of rounding on it value of .5 should be enough. Ok, so we're all set up. Now we need to create my sweep nobe. How do I do that? Well I do it by dragging the shapes onto the sweep nobe and basically using the sweep nobe as a parent for these objects. They can (UNKNOWN) children of the sweep nurb And I do that by dragging, first of all the rectangle.
And you'll notice that, as I move, I get a different, pointing rectangle. So, if I place it directly onto the (UNKNOWN), So I'm going to do that and then let go. And then do exactly the same for the arc. Drag it onto the Sweet nobe and then let go. Now, at the moment, if we go back to our standard view, and I'm going to click once on here, and then click once again on here, you'll see that we can't, first of all, see the object very clearly, and that's because it's at the origin point.
So we really need to move it out. Now if we're going to move it out, I'm going to go back to my live selection tool, and I'm going to select the sweet nobe. You don't want to move the arc or the rectangle You want to move the actual sweet nobe and we're going to drag it out. And you'll see what its done its created a weird shape and that's because we're actually putting the arc along the rectangle so its trying to take an arc and sweep it along the rectangle so we get this weird shape. So we need to swap these around so the contour or cross section should be at the top.
So I'm just going to click and drag the rectangle above the arc and we want the arrow pointing from right to left and now if we have a look you'll see we've got roughly a claw shape and I'm just going to move that so you can see that a bit more clearly. Lets zoom in a little bit. So you can see we've roughly got a claw shape and we can now use the controls of the suite nobe just to adapt that and adjust it, and perfect it a little bit, which we'll do in the next movie. (BLANK_AUDIO)
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