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Using the NURBS Fillet tool

From: Maya 2011 Essential Training

Video: Using the NURBS Fillet tool

There are times when you're going to need Maya to create automatic transitions between surfaces, and these are the places where you use Fillets. Now, anybody familiar with the CAD program is probably familiar with a Fillet. Typically, what it does is it creates a rounded edge between two surfaces. So let's look at the basic types of Fillets, and then there's one more type, a more sophisticated type of Fillet, which we'll show you in another file. So I have these two planes, and instead of this hard corner, I want to create a corner that's a little bit more rounded.

Using the NURBS Fillet tool

There are times when you're going to need Maya to create automatic transitions between surfaces, and these are the places where you use Fillets. Now, anybody familiar with the CAD program is probably familiar with a Fillet. Typically, what it does is it creates a rounded edge between two surfaces. So let's look at the basic types of Fillets, and then there's one more type, a more sophisticated type of Fillet, which we'll show you in another file. So I have these two planes, and instead of this hard corner, I want to create a corner that's a little bit more rounded.

So I'm going to move this up and over, so I have space for a rounded Fillet. Now, you can find Fillets under Edit NURBS > Surface Fillet, and there's three of them here. In fact, I'm going to tear off this menu so we can see them. We have Circular Fillet, Freeform Fillet, and Fillet Blend. So let's take a look at how Circular Fillet works. In order for this to work, I need to select the objects first, and then do a circular Fillet. So what I need to do is I need to select the point on that surface where I want to create the Fillet.

Now, in this case, I just want to create it between the two edges. So all I have to do is select the Isoparms. You can also do Circular Fillets between curves on the surface. So if I wanted to, I could, for example, select this, make it live, and draw a curve, and use that as the basis for a Fillet. But let's just do this the easy way, and do it with Isoparms. What I need to do is select my first surface, right-click over it, select Isoparm. And then just slide that so I have the very end Isoparm.

So that is selected. Now, I'm going to right-click over the second surface and select Isoparm. Now, in order to select this, I have to hold down the Shift key and do the same thing. So while holding down the Shift, I select that Isoparm. Now they're both selected. Great! All I have to do is click Circular Fillet, and there it is. Now, what this does is it creates a third surface. So we have one, two, three surfaces, and this third surface has its own attributes. This is the Fillet.

If I look here, you can see I've got this node here called RBF surf 1 (rbfSrf1). That's really how it calculates that Fillet. So basically it just calculates the Radius for that Fillet from there, and that's how it works. Now, if I want, I could actually move these surfaces, but they only affect the Fillet if you move them in a certain direction. So it's pretty much designed for this to be pretty much fixed in place. Now, the Freeform Fillet has a few more controls, not too many, but let me show you how this one works.

Again, very similar process. All I have to do is select the Isoparm, and then go over to the second surface, go into Isoparm mode, and Shift+Select the second Isoparm, Freeform Fillet. There we go! Now, since I have my Attribute Editor open, you can see the attributes for this. You can actually do what's called Bias, which basically just biases the Fillet towards one surface or the other, and then there's also a Depth Control. So if you want, you can make this a little bit tighter of a curve, or maybe a more narrow curve.

It just depends on how you want to work with this. So those are the two basic, kind of more of the CAD type Fillets. Now, there is a third one, and that's called the Fillet Blend tool. That's a little bit more freeform, and it works in a very different way. So let me show you how this works. We're going to open our little Scooter file here. We're playing with Scooter11. Let me get back into my Channel Box here. So what I've got here is I've got this headlight. If you remember, what I did was I extracted a curve from the headlight, projected it on the handlebar, and then just did a loft between these two surfaces.

To my eye, that looks a little bit ugly, because we have this really sharp angle here, and then another sharp angle here, and I want this to be a little bit smoother. Fillet Blend will actually do that for us. So I'm going to go ahead and select this, delete it, and we're going to redo it using Fillet Blend. Now, Fillet Blend works differently than these two. These two, you select the Isoparms and then the tool. Fillet Blend works the opposite way. You select the tool, and then you select the curves that you're going to use. So it's a little bit different operation.

So I'm going to go ahead and select Fillet Blend. So I'm going to go ahead and select this Isoparm on that headlight casing. Then it says select more curves if you want or press Enter. Well, I'm going to press Enter. Now it says, select curves for the right edge. I'm going to go ahead and select that curve. Then it says, press Enter. Boom! Okay. Now, this actually looks a lot better, because what it does is it tries to maintain tangency where it intersects the surface.

So I've got this, and it's trying to make this as tangent as possible to each of these surfaces. So notice how it comes in and has a really nice, more organic curve. Now, this gives me a much, much better result than just doing a simple loft. So those are some of the ways you can use Fillets to automatically fill in between multiple surfaces. Now, depending upon the type of modeling you want to do, really depends upon what type of Fillet you want to use.

Show transcript

This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26065 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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