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Bending geometry

From: MODO 501 Essential Training

Video: Bending geometry

A lot of times when you are making different models you're going to need to bend. And the Bend tool in modo is really powerful, but it's often very confusing, so let's do this. Let's take our existing model that we built in the previous videos of our fire extinguisher. So I'm going to go to the File menu, click Open, and we're going to load up Version 3. I'll click OK. So Fire Extinguisher Version 3. Press the A key to fit, and you'll see the fire extinguisher from the base to the clamp, to the handle that we've built.

Bending geometry

A lot of times when you are making different models you're going to need to bend. And the Bend tool in modo is really powerful, but it's often very confusing, so let's do this. Let's take our existing model that we built in the previous videos of our fire extinguisher. So I'm going to go to the File menu, click Open, and we're going to load up Version 3. I'll click OK. So Fire Extinguisher Version 3. Press the A key to fit, and you'll see the fire extinguisher from the base to the clamp, to the handle that we've built.

Now we're going to come to the Items tab, choose Add Item, and then Mesh, and that creates a new blank mesh layer. And what we're going to do is create a little hose that's going to come out. Now we're not going to build the big hose that goes around the side just yet. That's coming up. And by the way, just to scroll in like that, I have a wheel on my mouse, and if you have one, you can actually scroll in and out every easily that way. At the top here, what we want to do is create a little bit of a hose that comes out from the center and comes around.

I am going to do something here too. I'm going to jump to the Shader Tree, open up the Render, and here are the three material groups that we created. I am seeing that the black might be a little bit hard to see, so let's do this. Let's go to the Clamp and choose the Material, and I'm going to the Material and I'm just going to select this and make this is kind of gray, like that. And move the mouse off, and that's goes away. And then we'll do the same for the handle. It is already gray, but we are going to make it a little bit brighter. And we haven't placed our final surfaces on here yet, so we are just doing a minor adjustment. Let's turn back to the Items tab now.

So now that you can see this little bit better, we will be able to create our disc. What I'm going to different here is press Ctrl+Space and then jump to the top view. So I'll select that with the left mouse, and it jumps me over. And in our blank mesh--let's make sure that's selected in the Item list-- I'm going to choose the Disc tool, or the Cylinder, and we're going to build a disc like this. And I'm watching my numerics on the left-hand side here, so it just 90 millimeter is my Radius, and it could be approximate. Before I turn the tool off, Ctrl+Spacebar again, to get to the front view, and let's just make sure that this is settled down kind of about there in the base.

Then I'm going to turn off the Cylinder, go to Polygons tab, and then we're going to choose Extrude. So we'll choose Shift+X. It's a nice keyboard equivalent for Extrude And Ctrl+Space lets you actually get to the Perspective view. We're just going to click and pull. Now why did that work that way? Well, don't forget, we've got our mesh layer selected, our brand-new mesh. So even though you saw the whole model, we were telling modo, we are only working with this one layer.

So early in the course when I talked about making multiple layers and why would we do that, this is exactly one reason. The base is fine, the handle is fine, the clamp is fine; we're not working with those at this point. Now we're able to simply extrude what we want without destroying anything else we already built; it works really well that way. So with this extrusion, I want to come up about that far, just enough so that I'll have room to bend that over. Later we're actually going to build the nice hose that comes around the outside. We also want to make sure that our sides have enough segments.

You cannot bend a straight object, so when we build it, we want to make sure we have enough segments. So initially yours might be zero like this, and what you end up with is only just kind of that ring like that. We won't be able to actually bend that over, because there is nothing there to allow us to do that. We need geometry. In many ways it's like taking a straight wall and trying to bend it. It will crack. By adding segments, we make it more like a screen door or window or screen window. And with that mesh layer there like that, that nice quad, we can actually bend that over quite well.

So I'll turn off Extrude and then go to the Deform tab, and we'll choose Bend. It's also Ctrl+E, using the shortcut. Now for bend, I like to be straight on in orthogonal view, so Ctrl+Spacebar and get to the Front. And let's just turn off the Base and the Handle, so you can see what we're doing, and the Clamp. And what I am going to do with the bend is just click right at the bottom, and what happens is that I get this nice ring. And with the Bend tool you can have the action happen from the X, Y or Z, but because I was in the front view, modo knew that I wanted to down the Z axis.

And what that means is I can grab this and bend it to the left or right, but there is this line coming out. So let me zoom out a little bit. This right here. What this handle will do, it will allow us to control the bend, so I want to put this straight at the top and watch what happens. So I am going to click and drag on this blue handle here and I bend that entire unit, and that's really all we want to do. But let me show you what happens if I move this. We're able to actually create a different shape for the bend just by pulling this handle.

This is what's really neat about modo's tools is that they work live like this, so you really can get a good feel for your final model. It's not as much trial and error as it is just pull and push to the way you want it when you see the action happen. With the right amount of segments, we're going to get a smooth shape. If we didn't have enough of these, it wouldn't be smooth enough. So let's keep this like this just for a minute, and let's put our Clamp and our Base back on. Actually that's about right. That's about where I want it. I'm going to press the spacebar to turn off the bend tool and then Ctrl+Spacebar to go back to the Perspective view.

And let's take a look, now we've got just that nice little tube coming out, just like we want. Later we can build upon this to create the rest of the hose. And again, we are not trying to go for a perfectly accurate model, but we definitely want it to work. We don't want to have a hose floating there on the side not really connected to it. So last thing I need to do is name my mesh layer, and we'll call this CenterHose, and we'll press the M key for a polygon material, and we'll also call this CenterHose. And we'll do Command+S or Ctrl+S to save.

So what we have done here is we've taken a disc and we built our base. We've taken a box and we built the clamp. We've also take another box and built the Handle. We have used Booleans to cut them out, and then we've used Falloff to shape that Handle and we've also used another disc with a controlled bend to build the hose coming out of the center. So all geometric shapes, with just all of modo tools, can help you make a great model.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4606 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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