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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
Once you have your animation ready to go, we have the tires parented to the car body and each one of these tires has their center properly aligned, we can set up a schematic network, so that when we move the car the tires move with it. So initially, what we want to is we want to set up the main body itself, the thing that's going to be moving and pulling those tires with. So I am going to select the car itself. And one thing you can do is just drag this in here into that Schematic view.
That puts the car body in there, but we want to be a little more specific like that. So I am just going to hit the Delete key on my keyword to get rid of it. What I want to do is select the CarBodyItem and then down under the Channels tab, we are going to take the World Position for the car and drag it into our view. When I do that, you'll see that the World Position channel is also associated with the car, and we can close that up if we need. Next, I want to select each channel that I want to rotate. So what channel do I want this to rotate on? Well, to test it, press the E key. And if you look, well, we don't want the green channel, the Y; we don't want the Z channel, the blue; we want this one.
That's the X. So, easy enough. So with that FrontDriversTire selected, here is the X channel, drag that in. You'll see it says FrontDriversTire. Next, go to Items, click on the Item, RearDriversTire Rotation X. Rotate around. Next item, FrontPassengerTire, take that rotation, drag it in. And lastly, the RearPassengerTire, bring that rotation in.
You can zoom out the Schematic view just so that you can see things a little bit better, and here are our four tires. So how do we revolve these? Well, we are going to use a modifier, and the modifier we are going to use is down at the Other category, and choose Revolve. And then I will zoom back in, so you can see these. So what we want to do is take the World Position and link it do the position of the Revolve.
This Revolve function is just a math function that's telling these channels what to do. So when the car body moves, activate the Revolve, and take that angle output into the rotation. Let me think, well, there's only one output. That's okay. You can click right on this and add more, just like this. I am just clicking and pulling this network. Now we have the car body working with a Revolve modifier, telling each one of these tire rotations to rotate on the X axis and guess what? You are done.
That's it! Press the W command, and now the tires are rotating. It's that simple to set up. However, you might notice that the tires seemed to be sliding a little bit. Why is that? Well, the rotation is just a general rotation. We haven't actually set up the size for this. So here is what we are going to do. We want to determine, we want to tell the Revolve the actual radius and length for this tire. Right now, it's set to 1 meter. Well, our tire is not 1 meter in size.
Well, how do we determine what size it is? It's easy. Go to the View tab and choose the Ruler tool. This Ruler tool can be used for architecture, logos, anything you want where you have to be very precise on the measurement. So we are going to take the Ruler tool and we will click on Interface, and you will see. It's a little hard to catch if you have your object selected, but it's right there. What you can do is grab each one of these little handles, and I am just going to put it on one side of tire, and I am going to put it on the other side. And you could see that we are about 700 millimeters.
That's our measurement for that tire. So it's not quite a meter. So the radius for the Revolve in those channels is 700 millimeters. Hit spacebar to turn off that tool, click to deselect. And if you want to get rid of the ruler, you can hit View and click on that again. While I mention this, there is a Protractor tool that you can put in. You can use this for all kinds of measurements, and of course a Dimensions tool. So something to keep in mind if you need to be more precise, and again very, very good for architecture.
So we have set up that front tire, the back tire, and the other side as well, but we've adjusted the measurement for the Radius on the Revolve. You don't have to adjust it for the individual tires. When I stuck the car body, press the W, now look at that. The wheels actually rotate properly when that car moves. So now all I have to do is animate this. Now the work plane is still set for one of our tires. So let's go back to Work Plane and choose Reset.
We can go to the Animate tab, and I am going to turn off my Locators. I am going to press the O key, go to Visibility, turn off Locators, and let's turn off our lights and everything else. So now let's just set up a simple animation with this car. We've got our HybridCarBody selected, Item mode. We are at frame 0, and at frame 0 let's just move it all off the screen here. Shift+Y will create a keyframe, and then let's go at frame 120, and we will move that over here. But let's make them stop halfway, about 50.
What I want to do is maybe back up a little bit. So I have just created all these keyframes, and that works well. You can see that the car starts out, it eases out because of that motion path, and he stumbles a little in the beginning, and then he stops, and the wheel slows down perfectly. But if he backs up, we can do that very easily by just going up here to 65 and maybe moving this back. So this is what's great about using the Schematic view and using some of those modifiers is that the wheels, in this case with the Revolve modifier, work perfectly with the car.
All I have to do is worry about animating the car; we don't have to worry about those wheels now. And if we turn those wheels, we will go with it, which works really well. So this is the way to set up a very simple animation to do something that actually is a little more complex, just by using a modifier, changing the centers, and parenting these tires to the car, then animating the car.
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