Applying finishing touches and organizing the hierarchy
Video: Applying finishing touches and organizing the hierarchyOur speaker cabinet is just about finished. Before we adjust the hierarchy, there's a couple of little finishing touches we want to add. We need to have a little dome here in the center of the speaker cone. And so to create that, we're going to add a sphere to the scene. Now that sphere I'd like to have in the exact same position as the very last spline in the hierarchy which is this number 4 spline. So let's take the Sphere and parent it to that spline right there. And under the Coordinate Properties, I'm going to zero out its position, so zero tab, zero tab, zero.
- Modeling workflow overview
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CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This installment covers the basics of the 3D modeling toolkit: splines and polygons. Rob reveals the components behind polygonal-modeling (points, edges, and polygons) and how to manipulate them with the tools in CINEMA 4D. He then walks through splines, an alternative to polygons that uses curves to create 3D geometry. The final chapter shows how to combine these techniques by creating a model of a speaker system.
- Understanding points, edges, and polygons
- Working with the Knife, Extrude, and Bridge tools
- Connecting splines
- Rounding corners
- Extruding paths from Illustrator
- Reviewing the polygon and spline modeling workflow
- Working with NURBs
Applying finishing touches and organizing the hierarchy
Our speaker cabinet is just about finished. Before we adjust the hierarchy, there's a couple of little finishing touches we want to add. We need to have a little dome here in the center of the speaker cone. And so to create that, we're going to add a sphere to the scene. Now that sphere I'd like to have in the exact same position as the very last spline in the hierarchy which is this number 4 spline. So let's take the Sphere and parent it to that spline right there. And under the Coordinate Properties, I'm going to zero out its position, so zero tab, zero tab, zero.
And now it's right on the same location. Now, what I can do is adjust the size of that and I'm using the orange handle here. What that changes is the radius value. Now, I can scrub the Radius value or I can just visually adjust it with that orange handle. What I wanted to do is to line up with that inner cone, and there we go. So it's right at the edge. It creates a nice blend. And now I can take that cone and just put it back just a bit and expand it outward just a hair. There we go.
Now, when we render that, Command+R or Ctrl+R, you can see that we have a great looking cone on top of our cone. So let's back out just a little bit. The great thing about this arrangement is if I take this number 3 and number 4 and I'll parent them together, now I can take that and animate its position and I get this great movement on the subwoofer, and all of it moves together. You notice that the Sphere can exist under the Loft NURBS without interfering with it. Everything stays live. You can make changes to it. It also presents you with some interesting animation options too.
Let's undo that to get it back to its original position. The last thing we need to do is to add the little rivets that are going to go around the outside of the bracket. So let's start of by creating a little bit of a cylinder. And it's a little too big right now, so let's change the Radius by grabbing that orange handle there. It's in the same location as everything. Let's change the Height to about 50 for now. We'll come back to the radius later. Let's hide all of our other objects. Let's close the hierarchies here. I'm going to hold down the Option or Alt key and I'm going to click twice on the Sweep NURBS, hold, and then drag downward to paint, and that's going to hide everything.
And now, I can create the array. Let's add an array object to the scene and take our cylinder and add it to the array. And I think that's probably a good number. We've got I think eight of those. And if I go to the cylinder itself, I can take the height and make it a little bit skinnier and then make it a little bit thinner that way. There we go. The other thing I want to do is on the top of each cylinder, I want to bevel it. So if I go to the Cylinder options and go to the Caps option then turn on Filleting. That's a little too round so I'll go to the Radius and drag that downward.
And then I'm going to change the Segments from 5 to 2. And then let's adjust the Radius a little bit more. O ops! I accidentally click and held down and it changed to thicker. So I'm going to change that manually by highlighting the text and typing in the number 1. So now let's back out a bit again and we can rotate this whole array now. So select the Array object and hit R on the keyboard to bring up the Rotate tool. And when I grab the X-band here, I'm going to click and drag. And I want to hold on the Shift key, that's going to constrain the motion of the rotation to even increments and I'm going to set it on 90 and that's perfect.
Now what we want to have is this Array in the same location as our Sweep NURBS. So let's hold down the Option or Alt key to reveal the Sweep NURBS. Take the array and place it under here. Now, this is going to break the Sweep NURBS for a moment and that's okay, we can get it back. Take the Array, go to Coordinate Properties, and now zero out the position, zero tab, zero tab, zero. And then we'll take the Array and move it out of the hierarchy and then our Sweep NURBS comes back. Now we can take the array and adjust its radius and that will get the objects centered up on that bracket.
So let's take those and bring them down into position, so right around 200 units gives us just what we need. Now I could take the array and push them in just a little bit. I'll take that and just back it in just a little bit so they just stick out of the object. And when I render that, Command+R, you can see I pushed it too far. So let's hit A on the keyboard to redraw the screen. Let's zoom in a little bit. And in fact, let's look at this from the side view, which in this case is going to be the right-hand view. And let's zoom in on that and then we can push it forward just a bit and that's pretty good right there.
Now we know they're sticking out just the right amount and we can middle mouse click to get back and here we are in the Perspective View. Hold down the Option or Alt key, click once and drag down and then that reveals everything. And now we can build our hierarchy for the whole speaker cabinet. Let's start by adding a Null object to the scene and we'll call this one Speaker parent and take everything and parent it up to that. So I'll draw a rectangle around everything, drag it and make it a child to Speaker parent. Now what we want to do is to raise it all up.
So let's grab the Speaker parent, switch to the right-hand view, and make that full screen. Let's back out so we can see everything. We want our speaker to sit on the ground plane, which is right here at this blue line. Let's take the speaker and adjust it upward on the Y-axis, dragging up until it sits on Y. Here we go. I can't see that handle anymore, so what I can do is go to the Coordinate Property and just click a little bit to arrow that up. And that's pretty good right there. Just one more click. And now, we've got a great Y position for our Speaker parent.
Now what we can do is add one more Null object and let's call this one Speaker ground. And take the Speaker parent and parent it to that. Now it's very easy to get our speaker to sit on the ground. All I ever have to do is zero out that Y position. So, for example, let's switch to Perspective View and we have our speaker cabinet animating and dropping down at the floor. All I have to do is change that Y value to zero and it's always going to sit nice and flushed on the floor. So there you go, our speaker cabinet is all done.
We didn't focus on lighting or texturing in this movie, but you can take a look at the finished file to get the examples for how to create the textures and lighting for the rendering that I showed you at the very top of this chapter.
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