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Before we can manipulate the cylinder much further (at least the
way we need to) the cylinder has to be a Mesh. So select the
cylinder, go to the Build menu, and select “Convert to Mesh.”
The selection box on the cylinder should change from yellow to
white.
Now we get into the real nitty-gritty of making this tree trunk.
Let’s form the roots, but not out of a separate object. We can
pull them straight out of the base of the trunk now. So let’s
go to Point Edit mode. In the upper left hand corner are the
four mode buttons. The one that looks like three dots—points—is
the Point Edit button.
You can always escape Arc Rotate by deselecting the tool (by
clicking it again) and then return to the front view by going to
the upper left hand corner of the edit window where it says
“User1,” clicking on it, and selecting “Front.”
Now, repeat that same sort of business with a few other points,
making as many (or as few) roots as you like. Keep in mind that
after you have selected a point with the cursor and switched to
the Move tool, the only point you can move is the one you have
already selected. That means that you can move the view in all
sorts of directions and still, when you click on the point to
move it, no matter how many different points are between the
cursor and the one you’re aiming for, that is the point you’ll
move. As a consequence, you can select a point in Front view,
go up to the upper left hand corner of the edit window where it
says “Front,” switch to “Top” view, and from there pull the
point out in any direction you like, even though there is a
whole bunch of points “between” the Move tool and the desired
point. It looks about like this:
After you are finished making the roots of the tree by pulling
points out from the base of the trunk, switch back to the basic
editor by choosing the mode button with the cursor on it, as
indicated below.
Now we can make the trunk seem more tree-like by doing one
important thing: add a texture to the model. This is a fairly
easy process, and there is a separate tutorial here on
Singularity Five that tells of how to make a tree bark texture
in the GIMP. Let’s double-click on the trunk and open up the
“Mesh Editor” dialog box.
Select the drop-down menu where it says “-- default -–“ and
choose “-- new --“. Then click the button next to it marked
“…”. This opens a window like this:
From here, click “Load Texture” and choose the image you want to
use as a texture. It will show up in the list under “CHECKS.”
For best results, I’d suggest making the bark texture in the
GIMP and selecting that. Highlight your chosen texture in the
Texture Selector window and hit OK. If you like, change the
name from “Material1” to something more descriptive. Enter 0 as
a Specular value—this sets it up so no light reflects off the
surface of the tree. After all, this is a tree, not a pane of
glass…or something like that. If you ever do want more light to
reflect off of a surface, increase the Specular value, just not
in this case. Now hit OK again. OK out of the Mesh Editor, and
you’re back in the editor with a nicely-textured tree trunk.
The little cursor in the middle of the box indicates what the
default color of the object’s surface is. Move it into the
green area and see what kind of colors you can find. The slider
That finishes off the foliage portion of our trip! The next
section details how to make a branch to place on your tree, but
you officially have everything you need to build your arboreal
masterpiece. As a consequence, you can skip the branch tutorial
and go straight to Part IV: Building the Tree, if you so desire.
Otherwise:
Now, when you click and drag your mouse across the editing area,
it draws a simple, completely regular pentagon, as such:
Origin
Now, make sure you have it selected and go up to the Build menu.
Near the bottom, there is a choice called “Extrude…” Choose it.
A dialog box like this should come up:
By the way, the three buttons I have circled below, which are
only active in Point-Edit mode, allow you to manipulate
different things. The first button, on the left, allows you to
manipulate points (what we’ve been doing), the center button
allows you to manipulate edges (the line between two points) and
the third one lets you modify whole faces to whatever suits you.
Here, the edge button is depressed because I used it to modify
my branch.
It can look any number of different ways, so find one and run
with it. Now we can texture it the same way we textured the
tree. If you don’t remember how, just glance back at Part I:
Making the Trunk for directions.
Now, you have your tree built and your camera pointed at it just
the way you like, so let’s make a JPEG out of this so you can
remember it forever! Go to the Render menu and choose
“Preview…” You’ll be confronted by a dialog box like this:
The Width and Height are measured in pixels, just so you know,
and you can change the background color by clicking the “…”
button. The business about Alpha Channels and Depth Channels
isn’t important; we just want a nice image of our tree. Click
OK, and behold your tree! Click the Save button on the left
side of the window, pick a name, choose JPEG format (BMPs are
kind of big bytewise), enter a quality of 100, and hit OK. Your
JPEG will be saved in the same folder as your copy of Anim8or.