Join Henry Santos for an in-depth discussion in this video Utilizing the Fusion Tree, part of MODO Essential Training.
- [Instructor] If you're following along with the previous exercise, you may have your own mesh fusion model all ready to go. If not, you can open up 05 04 under chapter five in the exercise files and you'll have this model. So let's start cleaning up this fusion model here. So let's go over the fusion tree. Let's take a look at this. Little recap from the previous video. The green ring at the top of this tree are all the objects that are being unioned and usually the base model is gonna sit within this node.
The blue node right below it is for intersections, so if you have mesh fusion models that are intersecting one another, they would be connected to this node. You notice there's nothing connected there. And the bottom one, the red node, is for subtractions and we did do a subtraction so there should be one in the green, and we see the line connecting, and one for the subtraction, we see the line connecting, but the two meshes, these are representations of the source meshes, they're bunched up together at the top here, so that doesn't seem right.
So I'm gonna click on one and this is the body and what we wanna do is move the center point towards the center of the body, so the center of this mesh is down at the bottom, so what we can do is go to our fusion tool set, to the left of the screen, go fusion tools towards the center. Underneath fusion meshes, we have center to bounds. Click on that and that puts that fusion in the right location because it puts the center point directly in the center of that mesh.
We'll do the same thing for the body here. The previous one was actually the cutter, so this is the body. I'm gonna select this and then go back to center to bounds. Let's see. Center to bounds. There you go. It may take awhile. There are a lot of commands embedded in mesh fusion. So we're gonna look at the basics of it and we're gonna go to town with it. Alright, now this is not much of a microphone, you gotta sing at the very top.
It's more like a cup, so let's turn this into a microphone. So let's turn on our cutters. Start with the mic body cutter front, so make that visible, there it is. So let's select this guy and remember we've already made a fusion model and we have this tree here that shows the representations of what's being cut, what's being intersected, and what's being unioned. We can just, in this case, click and drag on our cutter front mesh and drag it right over the subtraction because we wanna subtract this, so drop that and you can't really tell what's happening, but let's organize our tree before we get too far along, so I'm gonna select that new body cutter front, center to bounds, it's centered there, we have all these branches of this tree building and let's click on our source mesh visibility, so we can toggle the source meshes off there.
And there it is. That's the first part. So the front is being cut, so we have multiple objects cutting the body of this microphone. Let's do the same thing with the cutter back, let's make that visible, so we can click and drag. We'll do the same thing, click and drag to the subtraction, and do some housekeeping here, select the cutter, center to bounds, under the fusion tools, and there we have it starting to build in a neat fashion.
And then click on source mesh visibility in the fusion tools again. There we have our body. So the last thing I wanna cut out is the hole for the switch. In this case, we're gonna have one switch in the front. This changes different settings on the mic. Alright, so we have that selected. You don't actually have to have it selected, you just kinda hover over the object, click and drag, and subtract. Now I went fast there.
And now it is gone. So I'm gonna see if I can click on this, center to bounds, hey, that worked. What do you know? So again that process was, and I went through that really quickly. I just clicked on the cutter, clicked and dragged onto subtraction and then housekeeping, highlight the cutter, either the original mesh, or the mesh that's represented on a tree and then center to bounds under the fusion tab.
So here we have our microphone. And all the detail seems to be pretty good. Let me hide the source meshes on more time, toggle that in our fusion tools. Source mesh visibility, click once and it's now hidden. So, the detail on that front looks just about right and the top looks good. Maybe we can round the corners a bit, but if you notice, I can't access the strips.
Now, if you can't access the strips, go back to the fusion tools and right in the middle of our set of tools here, we have fusion strips, update strip items. This'll just update it and make them kinda work properly. There you go. And here's our popup window. I'm gonna click on the unified hauling. Then I will adjust the strips dynamically, so again, you gotta be careful with how much you adjust these.
Just be very subtle. You can also click on the number and type in the number. Hit enter when you do that, after you enter the number and there it is. It's also a good idea to type in when you have recurring values being used. So I'm gonna click on this, but the popup window didn't show up, no problem, I can go to my strip channels in the properties panel down in the lower right and I had 5% for my strip width and 50% for my profile.
And there it is. So now this model is still a fusion model. Next, we'll look at how we can export this as an actual mesh and combine our other mesh screen to make the finished microphone.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders