Professional Documents
Culture Documents
Amateur Mechanisms
Sandra Gilbert
sandra@blenderart.org
Amateur Mechanism 9
Nam Pham
nam@blenderart.org Solid Device Construction 13
Kernon Dillon
Phillip A. Ryals
Kevin C. Braun How To Create Weld Joint 20
Derek Marsh
Bruce Westfall
Robert Burke
Erick Ramirez
Blender As NURBS Application 23
Andrew Lane
Claas Eicke Kuhnen
Avery Lanier
Giancarlo Chan Ng Burned Bridges Texturing - Walkthrough 39
‘BlenderArt Magazine’, ‘blenderart’ and
BlenderArt logo are copyright of Gaurav
Nawani. ‘Izzy’ and ‘Izzy logo’ are copy-
right Sandra Gilbert. All products and Unsolved Mystery - Walkthrough 42
company names featured in the publica-
tion are trademark or registered trade
marks of their respective owners
Meet The Blenderhead - Derek Marsh 46
Michael Kammer (Myke) - ‘Creeper’
When I think of Mechanical modeling, I gen- While Mechanical modeling in Blender can
erally envision robots and futuristic objects. be at times cumbersome, new features and
But that is just a small subsection of Me- tools are making it easier all the time, as
chanical Modeling and overlooks the grow- the articles and tutorials in this issue will
ing field of modelers using Blender for show. To that end, we have gathered to-
product design and prototyping, as well as gether a nice variety of articles/tutorials
our large number of car modelers. In fact showing some tips and tricks to creating
Mechanical modeling encompasses every- Mechanical models with blender.
thing that is not organic. Somewhat of a
no-brainer statement, but true, none the I hope you enjoy and learn as much as I
Managing Editor less. have from this issue.
and with a little forethought and planning To enable you to see large components at
Blender can produce models to a far higher this scale you will need to increase the
dimensional accuracy than parts could view cameras clipping distance
ever be manufactured to. To start drawing View>>View Properties and increase "Clip
with precision we need to consider the real End" to a size larger than the model.
world dimensions one Blender unit will
represent. In architectural work it is com- If you intend to model with CAD precision
mon for one Blender unit to equal one you need to adopt a work-flow similar to
meter, but this leaves the smallest dimen- those used in industry standard CAD
sion that can be viewed using the "Edge packages. Constraint everything.
Length" feature as 1mm. In Engineering,
parts are often produced with dimension
tolerances of 0.02mm and sometimes as Extruding with Accuracy
small as a few microns. To achieve this When Extruding, Rotating or scaling a set
level of accuracy in Blender we would need of vertices, Blender allows you to con-
to assign a dimension of one Blender unit strain their positions using numerical
to equal one millimeter, allowing you to input. It's better to type in the length of
view an edge length of one micron and an extruded edge rather than dragging
Producing Models with Accuracy model to sub micron accuracy (1micron = the edge until the edge length looks right.
- by Robert Burke 0.001mm).
To constrain an extruded vertex to a set
To help you visualize just how small one dimension, simply select the vertex you
Introduction micron is, image 1 shows a size compari- wish to extrude [RMB]. Press [E] for Ex-
Many users of Blender see the program as son related to a human hair. trude. [X or Y or Z] to constrain to a set
a tremendous tool for creating stunning axis. [12.513] or any other dimension for
artwork or animations. Many modeling the length, (minus figures extrude in the
techniques are covered in tutorials for opposite direction) then press Enter. The
building models using methods such as new vertex will be positioned the exact
box modeling, building shapes and forms distance you entered along the axis.
polygon by polygon or tracing over a back-
ground image, used as a reference for the If you need to extrude an edge at an
models shape and proportions. These are angle to an axis simply extrude the vertex
great methods to build an artistic repre- along the axis at the required length then
sentation of a product, but what happens rotate the edge to the desired angle. This
when you want the model to be used for is a little more complex because you
engineering and have the precision of a need to use Blenders Snap tools. Say you
CAD model? wanted to extrude an edge 35mm long
and 45 degrees above the X-axis. Select
Fortunately, Blender's arsenal of internal the vertex to extrude [RMB] snap the
modeling tools has been quietly growing cursor to the vertex [Shift-S]
Cursor>Selection, the cursor will be used as to extrude or spin into accurate 3D models. To create a fillet, extrude a vertex from
the center point of the rotation. Extrude But first the sections will need a little the intersection of two edges 1.5 times
the vertex [E] constrain the extrusion to the refinement. Very few components have
X-axis [X] and a length of [35] press Enter, sharp edges and it is normal for corners to Image4 - LineParallel.
an edge has been created 35mm long on be rounded off with fillets or chamfers.
the X-axis. With the Extruded vertex still
selected we need to rotate it -45 degrees In CAD packages the Fillet and Chamfer
from the cursor. Change the Pivot Point to tools automate the process of rounding off
3D Cursor, so any rotation will be centered corners to a set radius or chamfer. In
on the cursor position and press [R] for Blender you can achieve the same result
rotate then [-45] to rotate the vertex 45 but need to construct the geometry manu-
degrees in an anticlockwise direction, ally.
press Enter to accept the rotation.
Image9 - layout.
Introduction
Mechanics is a very interesting theme in
blender, as complex as it is. But it can also
be used by amateurs, even animating a
single cube can show an interesting ani-
mation performance. So I don't doubt at all In front view create a pulley system with a
that this tutorial -containing many experi- large pulley and a smaller one, add other
ments with the ipo window- will result in details if you want. Try to modify these
a good theme for people with interests in features with Transform Properties Dialog
mechanical animations. box. Then, create a curve and adjust it to As figure 3 shows, the graph has some
resemble the band for these pulleys. marked black lines that give some physi-
I accept that these animations will demon- cal constraints of curve C. Inside this
strate little about scientific fundamentals Split whichever windows are convenient bounds you will create the position rela-
for mechanics, but it is an opportunity to for you to see additional controls. And in tion for objects which will use the C curve
introduce further analysis of mechanics. the option 'Display Current Window Type' (in 3d window) as a path through the
select Ipo Curve Editor. default 100 frames given to curves. All
animations start with frame 1, by default
when a curve is used as a path its
animation ends at frame 100. But if the Unfortunately, Blender doesn’t show units. To create the next key, move the green
animation was continued, a new cycle But if limits are 0 and 1, automatically you bar to frame 101 (it can be achieved with
would start at frame 101. But this behav- think about percentage. The Blue curve in right arrow button) and press I key to
iour isn't shown in this graph because isn't figure 4 is the curve that we going to INSERT A KEY VERTICE to current frame.
activated. modify. Speed curves always indicate that Next enter edit mode by pressing the TAB
velocity = position related to time or x(t). key and with the vertex at frame 101
E. g. consider a horizontal straight curve selected press G key to grab up it to 1.0.
with slope = 0; this ‘curve’ indicates just You can also achieve this by typing 1 in
one position (%) all the time, thus, path ‘Vertex Y:’ field in Transform Properties
just has a single point available to objects Ipo dialog in edit mode. In the 3d win-
that uses this curve as path. But if this dow, create a empty object, then, SHIFT +
straight curve has slope, objects will run select curve C and [CONTROL+P key] and
through all positions of path with a con- PARENT TYPE dialog will appear, then
stant velocity, if slope is small, objects will select follow Path. Select only the empty
run very slowly, but if slope is big, objects object and [ALT+O key] to clear origin,
will run very rapidly. But if the straight line next press [ALT+A key]. The animation
Create the new behaviour in Ipo curve is totally vertical, objects would occupy all starts and the velocity for the empty
editor by [CONTROL + left mouse button] positions at same time (infinite velocity). object is variable (it is slower at the start
inside of marked boundaries, it will create If slope become negative the direction and at the end, and slightly faster in
a horizontal line that runs through all changes. between).
visible frames.
Due to the fact that curve C is a closed
path, a cycle for constant velocity is a
straight sloped line, if we want add a
variable velocity we must get a curve, but
in this case we just need constant velocity.
and check it in 3d window, undo the A2. On the Constraints panel, add ‘Track to’ The result will be a chaining mechanism
changes you made to go back or select a constraint, type A1 in OB: Target Object that will have an excellent performance.
position for this by typing values in Trans- field -A2 will track A1-. In the Anim Settings
form Properties dialog. panel type 1 in the TimeOffset field, move
the frames in the 3d window with the Right
arrow key and back to see the new offset
with armature objects, adjust the TimeOff-
set values to get a good looking chain.
Erick Ramirez
in blender 2.44. ‘Solid modeling’ is a term modelling there’s no way to start with
not even used in computers graphics. In low resolution models so it is good idea
fact, solid modeling has recently emerged to clone each object you finish, in case
to resolve some problems related to me- these objects become useless with the
chanical modeling with excellent results. consequential operations while the
As the abilities of blender have been en- model is getting more complex.
hanced through all blender versions and
builds, always getting closer to solid mod- The Solenoid body was made of a me-
eling. To test these new abilities, I started dium resolution uv sphere in top view
doing this tutorial that consists of model- with 48 segments, 48 rings and a radius
ling a solenoid valve. This valve can help of 30. Without leaving edit mode, and
you learn how this device operates to with all vertices still selected, in Front
control the steam input-output from a pipe view the sphere was rotated 90 degrees.
system. However, in object mode the parameters
can change thanks to transform proper-
ties dialog box [N key]. The parameters of
Constructing Geometry the new sphere need to be changed with
Solid Device Construction For solid modelling there are conditional y and z = 48.00 and x = 60.00 to get an
rules that help to control several variables ellipsoid shape. Inside of this there will
- by Erick Ramirez while this device is constructed. These be 2 chambers. Several bosses will be
rules are the creation of reference objects created to model valve connections.
like planes and shapes. Planes serve to
Introduction easily detect a reference position in 3d
For some time, virtual reality has helped view and shapes give a reference geometry
scientists to simulate all scenarios where for creation of new future objects. Figure 2
geometry is involved. This leads to im- shows the use of Cartesian planes that
provements in each aspect of the process support the main origin. In top view an
planning in industries, government, outline was created with a circle of 4
schools and life standards. Personally I vertices, this object was called
consider graphics are as natural as the ‘PlanexyBase’, and then it was duplicated
language because we live in 3d space and and rotated to get the other 2 Cartesian
sometimes we get confused when talking planes.
about physical objects with words. The
language is extremely flexible and we can Blender has the ability to manipulate pa-
describe all aspects with the right combi- rameters directly from the Transform Prop-
nations of words. erties dialog in object mode and edit mode
(each mode has it's own parameters that
This tutorial is a part of a project that you can adjust). Solid modelling requires
carries some deductive methods and con- the continuous use of this Transform dia-
straints on a effort to achieve solid models log to control construction process. In solid
After, a second body was created in top Next with Cartesian planes on a different
view, watching out that the cursor wasn’t layer, the plane yz was duplicated and
moved off, as a way to maintain the xy located at x position = 26.00, y and z = 0.
base plane domain. The parameters for You can see this by selecting this plane
this cylinder are 48 vertices, dimensions and viewing transform dialog box where it
for x and y = 42.00 diameter, z = 24.00 says ‘LocX:26.000’. Then, with this plane
(object mode). By default, Blender gives still selected, SHIFT>>S key to move the
the cylinder its median point (pivot) cen- cursor to the median point of the plane.
tered. To change this, you are going to take This will be the position for the next object:
the centred vertex at the bottom of the shape geometry and object geometry.
cylinder and snap the cursor on the se-
lected vertex. Within object mode use
SPACE BAR>>transform>>center cursor to
change median point position. Using snap
gives excellent results when an exact ob- The second large circle will be the refer-
ject position is required. But changing the ence for the third object for the solenoid.
cursor position isn’t enough, the cylinder This third object will be duplicated on the
had to move to planexyBase position. The plane yz position, a cylinder with 48
main goal of Cartesian plane is provide vertices and parameters in object mode
history of each object's relative position. of X and Y = 28.60, Z = 20.00 inward. Then
a symmetrical cylinder will take place for
As figure 3 shows, the cylinder is subdi- mirroring. Mirroring in solid modelling
vided through its height to give a more must be done with care to ensure that
controlled tessellation when operators are normals are all pointing outside of the
added to object. mesh or there will be unexpected results.
Shape Geometry
The shape geometry was made on another
layer, especially made for storing all refer-
ence geometry for the solenoid valve. At
this point the shape geometry was
achieved in Right view adding 4 single
Circles of 48 vertices each and all circle
diameter parameters are: Smaller circle =
18.500, the next = 21.900, the next = 28.600
and last = 38.500. Last circle will be the
reference bounds for a hexagon form.
Finally another cylinder was added to the later). Start by applying union Boolean So when you want to use Booleans oper-
solenoid valve, first by duplicating planexy with the third and fourth objects to the ations you must check the normal direc-
and locating it on Z = -28.50, X and Y = 0. main body. The result is a smoothed object tion with the option ‘Draw Normals’ in
Within the duplicated planexy position a thanks to 48 vertices constant on each Mesh Tools 1 panel (edit mode). Also, the
cylinder was added of 48 vertices, X and Y object. The duplicated objects should once option ‘remove doubles’ is useful by
= 30.00, Z = 12.633 towards the inside of again be stored on another layer. Finally making tests of vertex merge levels incre-
solenoid. All positions were checked by the last object was added to achieve the menting the value of ‘specifies the max
reviewing all plane positions. desired object. distance ‘Rem doubles’ will consider ver-
tices as ‘doubled’’ with care to avoid
resolution loss-less. There are cases
where the unexpected result can affect
next objects. As in this case, there were
some.
This script works wonderfully to create For creating the holes, use the second to
even offset meshes, with no normal direc- smallest circle. This circle will be the refer-
tional problems. The bevel center script ence for a cylinder that passes through the
creates bevels to selected areas, this is solenoid body. Once you have created this
good for some solid areas. cylinder, the procedure for subtract or
apply difference Boolean is first to select
the cylinder (first making sure all meshes
don’t have any normals facing inside),
repeat the magic words ‘subtract this
(cylinder) from this (solenoid)’ and voilà,
the hole has been created. (Okay, not
really, just apply the Boolean operation
like normal).
Figure 15 shows a shaded model (I re-
curred to Blender material library). Next
with the cursor on the hexagon shape
and in Right view a cylinder of 6 vertices
and diameter of = 38.50, Z = 12 was
created . To this cylinder (although it
doesn’t seem to be a cylinder) it is
Next it is required to create holes in the necessary to subtract another cylinder
sides of the solenoid. The opening shown (reference is the smallest circle).
in figure 12 is for an automatically control-
led device that opens and closes the path At this point it wasn’t necessary to unite
of the steam. Above this valve there is an this last object with solenoid body. You
electromagnet that controls that opening. can join them with CONTROL+J key due to
the fact the the last object is the outer
most external solenoid object.
The result gives you an idea of what I am
doing. Truly, the possibility of making
solids, is in many cases hard in blender
because the calculations (if they are at a
high resolution) take a while. But instead,
blender has tools that can create excellent
walk-throughs and animations. There are
numerous options for importing different
formats to blender, this means a potential
library that Blender shares with other pro-
grams, adding value to Blender and its
users.
Next a mirrored object and a cross section With this cross section made, the next step were selected and was pronounced
for creating a wall that divides the cavity is to create the wall by extruding this “create the resultant intersection of this
into two chambers. But first, the cross region (fig 18). This wall will have an (ellipsoid) and this (wall)”…next step!!!.
section must be created. With the aid of opening in which another object will fit Figure 20 shows the function of chamber
planes and circles (with parameters) the into this space to control the opening wall.
cross section was created. The reference lowering and lifting itself, controlling the
geometry was used with snap operations, steam flow. A cross section was created above the
and then the cross section was ‘skinned’ opening with the objective of adding
arbitrarily. more material to thicken the mouth of
the valve with a donut form that is shown
with x ray property. [Draw panel>>Draw
extra>>X-ray]. Figure 21 shows this section
above left.
The result-
Hole param- ing is a
eters were a space for a
tube with in- device that
ner diameter will fit in to
of 18.00 and close the
outer diame- opening
ter of 28.00 made by a
and Z = 5.00. later cylin-
To add more dimensions to the solenoid it der.
was necessary to create a donut above the
solenoid mouth and another plane was
added at xy at Z = 31.498, X and Y = 0, For more adjustments, you need to move
At first there some vertices in edit mode with the
This position reference now helps to add were prob- transform properties dialog. In some cas-
another box with parameters of X and Y = lems while es, units for transform properties were
64.2, Z = trying to incorrect when it didn’t have ‘apply rota-
11.00 up- subtract ma- tion and scale’ applied . Vertices were
wards. As terial be- moved down changing the values where
well as a cyl- cause the it says ‘median Z:value’. In this edit mode
inder with wall was ex- transform properties dialog it is possible
parameters truded using to add operations like sum, subtract,
of X, Y, Z = too few ver- multiply, division. E. g. If you want move
30.00 to sub- tices, but at down a group of vertices 5 units, you
tract mate- last, with a must leave the actual value in the field
rial from last little revision of recalculating normals out- and write in the -5 value.
cube object. side, the subtraction was achieved.
Conclusion
Solid modeling is becoming possible in
blender but the development needs per-
haps to consider the option to create
solid objects (not meshes) to achieve
mechanical models. This represents new
opportunities because management for
solid objects is little different than mesh-
es.
Select one of
Make sure the tube
[Numlock] is on shapes, hold
for this tutorial, [shift] then se-
then press lect the other by
[numpad 1] to get right clicking it.
this [fig 3]. Pressing [ctrl j]
will join the
How to Create a Weld Joint shapes into one
editable mesh.
- by Andrew Lane Pressing [tab] will reveal the new mesh
Our view point [fig 5].
has changed to
Introduction the side view. Go Enter edge se-
This effect could probably be achieved to the editing lect mode [ctrl
using booleans, but the method explained window [F9] and tab 2] and make
here is a good practice. in the Mesh Tools some cuts in the
section press mesh just to re-
We will start of by creating a circle. Using SPIN. We have fine it. Right
the space bar tool menu: mesh-circle. made a curve click this edge
Create it with based on the [fig 6] then
eight vertices shape of the circle [fig 4]. press [crtl r].
(just for Now, left click
speed of ed- By changing the Degr spinner value (below twice to make
iting later the SPIN button) to a negative we get a the cut [fig 7].
on). We now curve in the opposite direction. Press [tab]
have a circle to exit edit mode. This is the shape we will
centered on work with. Duplicate it once: While in
the cursor object mode [tab], press [ctrl d] right click
[fig 1]. to confirm the copy. Rotate the new copy
through 45 degrees in the y axis and
[fig 8] shows me of vertices don't match up, perform more Once again, go back to vertex mode and
making another cut cuts [fig 11]. begin to repair your mesh by selecting 3-4
where the two ob- connected vertices and hitting [f] to cre-
jects meet. We ate a face [fig 14].
need to create two
vertices at each
point where the
surfaces meet, so
your cuts may need
to be in slightly dif-
ferent positions
from mine. You
need to make
about 4-6 more cuts
in the mesh to get Go into face select mode [ctrl tab 3], and
enough vertices to select the faces of the mesh that are
merge/weld to- covered or part covered by other faces [fig Repeat until all is well again [fig 15].
gether [fig 9]. 12].
deleting vertices created during the cutting lected edges [fig 19], which could be uv
stage until we have [fig 17]. mapped later.
In addition to those tools most high end And recently T-Splines also brought their
applications also provide a true construc- T-Spline technology as a plug-in into
tion tree. This is similar to the history in Rhino. T-Splines in contrast to Mayas's
Adobe Photoshop . However the difference subdivision offers the possibility to to
is that it enables you to change properties work with subdivision surfaces like in
of your design without having to remodel Blender, but additionally has the ability
all following steps. An edge fillet for exam- to locally add additional edges onto a
ple for solids is called a feature. It changes face. This can result in faces with more
are interactive and not permanent. than 4 edge points.
However as great this sounds, the work- segments of the subdivision surface
flow with T-Splines polygonal mesh mode- curve.
ling in Rhino is limited. Rhino is a NURBS
modeler and T-Splines brings some basic
mesh modeling into Rhino. This is where
Blender with it's quite powerful mesh
modeling tool set comes in.
The important aspect behind this compari- However, the supplied dimensions can be
son is that instead of modeling straight in Case Study 1: Surface Shell used as well. All that was required was to
Rhino for example, the designer could and Chamfer creation scale a box to 1.62 to 1.06 to .19 to create
sketch out the basic model in Blender, the rough dimensions which represent
import it into Rhino to finish it up there. the iPod. While Blender does not supply
Subdivided surfaces allows you to extrude In my last CAD class I introduced my you with any unit system, you can still
faces whileNURBS can cut holes, trim parts students first to Blender as a modeling use the Blender units and decide on your
away, and create blends which match application utilizing subdivision modeling own what they represent. In this case
perfectly the tangency of the two connect- as a basic introduction into how to think in 1.62 in Blender were equal to 1.62".
ing edges of two objects. With the possibil- 3D and how to create surfaces. The first
ity to turn a polygon mesh into matching major project was to design the new I-Pod We need to do this to the 3D object and
NURBS patches utilizing a subdivided sur- Shuffle. This product offers many aspects afterwards also to the mesh inside. This
face algorithm, the best of both worlds are to learn: way the 3D body has the same measure-
combined. ment values as the 3D mesh. Additional
Part 1 measuring of parts by hand helped to
As a quick example, please take a look at Extrusion of profiles, creating fillets and more carefully model all needed parts.
the following image. It shows a very rough chamfers, and creating planar surface fill- Afterwards we scaled down the image to
model of a water faucet. Modeled in ings between different profiles. In addition, fit the box dimensions.
Blender using a low polygon cage exported it made heavy use of Blender's snap and
that is then imported into Maya and con- scale along axis constraints in conjunction
verted intoSDS and then into NURBS. From with the 3D cursor. Working in proportions
Maya exported as IGES into Cobalt. As you and using Blenders measurements.
can see there is no loss in detail. Modeling
this object in Blender including converting
it through Maya was faster than building 1. Pre-Planing:
the object in Rhino straight with NURBS. Measurements, the big concern in Blender
Pay attention to how the surface between for new users can be approached in a very
the horizontal 4 extrusions flow into each simple way. Through utilizing a technical
other and vertically along the main shaft drawing of a newiPod Shuffle the students
of the faucet. A simple looking but quite were quickly able to work in correct pro-
labor intensive work. portions.
2. Shelling Sides:
We started with drawing out the top
profile of the main body using the
straight lines and for the sides half circle
with 32 vertices. From the beginning we
applied the subdivided surface modifier
to create smooth curves. In the profile we
also already built in the edge blends to
form smooth transitions at the corners.
We also subdivided the one edge which is we can use a 8 sided circle. To stitch that
above the radial button to build in the in, we add a horizontal loop cut to build in
geometry we need to build in the round the ring opening.
hole for the radial button later. This re-
quired some properpre-planing before
modeling.
It is time to start working on the top faces. option and with "s" restricted to "y" and
Blenders internal offset tool "shrink" does hitting "0" utilizing the 3D cursor as the
not always work very good or correctly. pivot point aligning all points in a straight
Because this iPod is quite simple to model, line.
we can utilize a simple combination of
scale and move steps to create the proper
first ring on the top face. Use the extrude
tool first and then scale and move objects
to your need.
extrusion filled. Because we built the pro- Finally - and never by accident move your This way we get another empty four sided
file already, we can easily copy and paste 3D cursor - with the duplicated TopShell hole which we can fill with a quad.
it. However moving the duplicate to the selected hit "shift s" and select "Selection We have to do some clean up work. In the
other side of the iPod main shell is very to cursor". This will more the object center mesh we built in some edges which are
difficult by hand. However again Blender of the 3D object to the position of the 3D very close to each other. Not always very
3D cursor comes in very handy. Instead of cursor. Because the outer profiles are the good with NURBS. We select the two
just moving the mesh I am going to snap same between SideShell and TopShell the TopShells and with "crtl j" in object mode
the 3D object. Completely select the other two objects will perfectly match their edg- join them together into one mesh.
edge of the iPod main shell and snap the es. Now we can select always the same
3D cursor to that position. The 3D cursor is
now at the center of the mesh selection.
This is very important to be aware of.
In the next step we duplicate the one
"p" to separate. It is very easy to select the because this would just plainly create an good geometry. For a smaller screen shot
geometry of a complete mesh with hitting enormous amount of triangles which are I moved the right trench close to the left
"L" because this selects only linked edges not suitable for a good SDS to NURBS one.
which includes also the faces. conversation in Maya for example. So we
need to count a little bit the points on the
4. Top Interfaces: ring of the trenches and the outer profile
After having the outer surfaces created, we and see how we could fill in four sided
could again duplicate and separate the faces without any triangles.
inner profile of one TopShell into which we
model in the two trenches for the "Play
Order" and "On/Off" button. After having
created a new 3D object for the profile set
the 3D cursor to the center of the profile To finish filling the face it was necessary
and add a ring with 32 vertices. to subdivide one edge of the outer profile.
Set the pivot point to the 3D cursor and for the side surface of the iPod. the same space and thus close the sur-
example go to the top mesh and add face.
another vertical loop cut. Select the added Now it is time to give the trenches some To remove the rounded edge all we need
point in the inner profile and with [Shift+S] depth. Select one trench profile duplicate to do is to select the lower faces of the
"selection to cursor" move that point to the and separate it. In the new object select cap and hit "y" to split it apart from the
3D cursor to match it with the inner surface. that profile hit "e" to extrude and press main mesh. This will discontinue the flow
"esc" to prevent any movement. Press "G" of the surface because internally we have
with "Z" to move along the Z axis and type 2 meshes now in one object.
in ".02" to create an extrusion with a depth
of 0.02".
Click here and because we had all the and Top Shells is also a good approach on
mesh selected everything is in place now. how fillets, blends or chamfers could be
included in Blender. However they only
work good when the patch edges show
the same geometrical structure. Since
NURBS fillets are calculated to match the
tangency you have to model this by hand.
But this actually also allows you to create
very irregular and custom blends which
might be much harder to do with NURBS.
After all those SDS blends can easily be
converted into NURBS patches!
5.Dial Ring
To build the dial ring is just a snap. All we You can give the new ring object a differ- The last scene inside the iPod demo
need to do is select the ring of the opening ent material to let it stand out more. By blend file covers the this topic. Because
of the side mesh and hit "e" to extrude it increasing the subsurf level to something the iPod model is built through separate
and with "s" and "0" to scale it down to like 3 you can evaluate your design and shells it is very easy to model in the
close the hole. With "crtl r" we can insert you will see that all edges of the 3D desired thickness for the blend surface
two more rings at the correct positions objects match perfectly. utilizing "Loop Cut" on the Top and Side
which describe the geometry of the inner Shell.
disk.
6. Fillets:
Fillets, blends, and complex chamfers are
a prone tool for NURBS because applica-
Selecting the inner loop ring of the dial ring tions like Rhino or Cobalt can calculate
geometry and move it a little bit outwards. matching tangency between the edges of
Select all faces of the dial ring and sepa- the blend and the surfaces automatically
rate it with using "p". for you. Modeling the Dial Ring or the Side
In the next step we select those face loops Add on each end another Loop Cut. We Take a look at the following two images
and separate them, join them together into have now a nice round Blend - however how the Blends are integrated into the
a new mesh, and finally remove all doubles. not a radial Fillet. iPod model.
Again make sure that your "Remove Dou-
bles" is set to 0.000 and that all surface
edges match each other in position and
vertices.
Lets add an empty, rename it "Bone Emp- In addition to that, texturing and rendering II Case Study 2: Reverse Modeling
ty" and move it over to the other end of is by far more sophisticated than in solu- from NURBS to SDS
the bone, away from the axis of rotation. tions like Flamingo. The easiest way to
Inside the "Object Buttons" "F7" add a decal the Dial Ring for example is to set the The following project illustrates how
"Track to" Constraint and make the bone 3D cursor to the center of the mesh and Blender was used to finish up the model
look towards the empty. You might need while you look perpendicular onto the for a printing on a liquid polymer 3D
to have to reset the "Align to" and "Up" surface add an empty. Rename it to some- Printer to create a model which can be
vectors. If you now move the Empty you thing meaningful like "Control Empty". casted.
will see that the bone will always look at Apply a material and load a texture. In the
it and thus moves the clip accordingly as blend demo file you can find a control NURBS patches by nature only allow even
well. It might be helpful to also add a image. In the "Map Input" field select U and V subdivision. You cannot let 2 or
"Limit Rotation" Constraint for the X and "Object" and enter the Empty name. The more iso curves merge in a single one.
Y to prevent any rotation along those only thing left is to scale the empty to the The following image shows the serious
axises. This also helps to control rotations right dimension so you can see the texture problems. The crease of the sides is
in perspective view for example. correctly. formed through having few iso-curves
very close to each other at the side of the
head. Seen from the side you also can
see that those curves flow upwards
closer to the neck while the neck itself
curves downwards. An attempt to spread
out the curves along the neck on a
circular path is not successful.
Luckily Rhino has an option not to only because Blender also has a quite good STL However, just because you do not see the
mesh NURBS into a form fitting polygon exporter build in. hidden geometry, it does not mean you
mesh, but also to mesh the control cage of cannot affect it. A loop cut selection will
the NURBS object into a low polygon cage also select those vertices which are hid-
which can be imported into Blender and den. Utilizing the "Edge Length" option I
then cleaned up - meaning simplified. was able to measure the thickness of the
the shell. However there is one problem.
Blender does not allow you to snap verti-
ces to the smoothed surface of the sub-
surf modifier. Blender only snaps to the
low polygon control cage. As you can see
the 3D widget is positioned at where the
control cage vertice is and the 3D cursor
also jumped to a similar position instead
to the surface. This sadly also applies to
the new Snap tool as well and makes it a
Interestingly enough, for applying a thick- bit less useful with subsurf meshes in
ness, Rhino is not much better. Rhino also some cases.
produces quite a few problems and it was
faster to get the Spout turned into a Solid
in Blender than in Rhino. For building
thickness Blender has a very nice visual
tool. When you press "Alt b" you can draw
a selection in the view port which will
exclude everything outside that selection
visually.
III Afterthoughts: will hopefully will also influence the Two faces can now be bridged with
It was very interesting to teach Blender strongly established Industrial Design for- pressing "f" and selecting "Skin Fac-
first to my students because it seemed to mal language which is clearly influenced es".
help them more to understand how a good by the stiffness of NURBS and Solids. To break the flow of a curve you can
mesh structure should be created in con- select the edge and hit "y" to split
junction also with object animation and Because Blender is free, and T-Spline plug- it.
rendering. After they were introduced to in only offers few modeling features and If you re-import an STL mesh set the
Cobalt and Rhino, a few students men- Blender in addition also provides a com- "Remove Doubles" Limit to 0.000 this
tioned they will go back to Blender and plete set for animation and rendering I way only truly matching vertices are
only work there. However the attractive hope that it's importance will also merge being merged.
point I strongly needed to make them more into the field of Industrial Design.
You can model fillets, blends, and
aware of the pure fact that Blender is not chamfers by hand as separate
a CAD program at all and it cannot replace patches to round edges
in any way NURBS is that with SDS you now IV Tips & Tricks You can make use of the new
have 3 possibilities to approach modeling "ReTopo" to draw over dense im-
a product. As much as you can start with Modeling: ported mesh a more clean and
a solid cube in Cobalt and step by step cut organized mesh. it just has to be a
away shapes and afterwards turn every- Always have 4 sided polygons. fine one to match the imported
thing into NURBS patches for further refine- Model as it would be fabricated. mesh curvature.
ment, as much can you start sketching out
your main proportions in SDS and finish it Always keep neighbour edges having Make use of the "Volume Clipper"
in Rhino with NURBS. the same vertice count at the same "alt b" to hide unwanted geometry
positions otherwise the edge geome- instead of using only selecting face
This is a work flow not many Designers try will not match. you want to hide.
know about, many even do not understand Use scale "s" and hit "0" to close a
it and claim it as being rubbish. However surface but do not merge to keep Interaction:
those who understand the deeper design quads.
philosophy and compatibility of those Use proper names for all your objects Hooks can be very useful to quickly
three modeling methodologies are very to organize your scene better. move a cable
exited about this change finally taking Re-center your 3D object centers Use "Track To" and "Limit Rotation"
place. Sadly, only Gestel Solidthinking does Make use of the 3D cursor for 3D Constraints to prevent unwanted
provide all three tools in one application object snapping. movements/rotations.
since over 5 years. However the mesh tools Make use of the 3D cursor along an · Empties in this case provide perfect
are hardly paid attention to. axis to align points. alternative controls to work with.
NURBS are great, they are precise, safe Make use of the different pivot points.
work, but as Solids, are not the ultimate For STL meshing always make sure all
solution to CAD modeling. With this emerg- objects have the same subsurf level
ing new technology I also hope that there settings otherwise the edge geometry
will be a change in the acceptance which will not match
tion to lead the project. Together with · Closing date for submitting
producer l, they have portfolios.
picked the other team members. They will · Announcement team (+
be defining the concept and get the script define spares).
ready for production. , (art · Decisions on team roles,
director of the former Orange team), has concept, how to get script, con-
also joined the team, bringing his experi- tracts, payment details.
ence from “Project Orange” · : Siggraph, San Diego.
· Final decision on project
The other team members are: duration and team size.
(Italy) · Pre-production work-
Technique
Introduction Fortunately, this will not be a lengthy,
complex tutorial, (just the previous intros),
I'm just your typical polymath that will try
because I love simplicity. I believe skill
to be efficient at anything that I touch.
should use the simplest route to achieve
Though I am an Audio Engineer/ Musician,
the best results. So the technique is really
and Video Editor, naturally I am also a 3D
simple, and one that you probably could
artist. As can be seen, from the music
easily guess, but it works when done
video I was producing- the three fields play
correctly.
very well together. In this tutorial, I will If this is not what you want, then you
focus on my texturing technique for the have to use your seams. Switch into edit
A simple overview to the method is to
"path" and another mechanical item in the mode. It is a good idea to make seams
make a UV map of the object you wish to
video. As you can see, the renders, which where the texturing is insignificant, (such
texture, tweak it in GIMP or Photoshop,
only took about 12 to 15 minutes per frame as areas that will not be seen, or are a
make varied layer maps, and import them
on a Dell core duo 2.0 gHz, have a lot of solid color). For example, making a seam
into Blender to use in various channels.
techniques utilized from Blender which in these places works well for this object.
can be discussed at a later date.
After unwrapping your object and lining up Once I finished assembling the entire
your vertices, save the UV layout as a path, I saved it as a JPEG, (Very important
picture. I use the "Save UV Layout" script to do this if you are using YAFRAY).
under UVs:Scripts:Save UV Layout.
Rendering
Once you've placed the photo onto a
plane inside of Blender, select the plane,
hold down the <alt> key and type <V>.
Paint the UV
For this part we will texture the flat plane
called the "path". I wanted a realistically
varied texture for the path, so I did not use This allows the plane to jump to the
a repeating pattern- in fact, I didn't even proper proportions of the photograph.
use a UV map! Contradictory? Why? Be- You don't even have to guess if your
cause I wanted the scale of the photos to I kept changing the document size as I was plane proportions are correct! Yes, it was
dictate the scale of my object. assembling the photos from left to right. that simple. Very low polygonal count,
I merged the two selected layers and excellent texture, fast rendering- wel-
This method to my knowledge only works turned the rest off. I then blended the come to the world of productivity!
with a flat plane. Remember, this is art- edges of the photos using the clone tool
set to a really low opacity and soft edges.
Conclusion
Of course there is much more going on in
the scene, so I invite you to analyze it. As
an imperfect human, I can assure you, it's
not perfect. Perhaps you can give me some
suggestions. At least I hope it contributes
to learning the techniques and creates
more levels of skill in using Blender.
avery@avenue209.com
These, and other similar considerations, a preliminary mesh-like sketch of what is A minor note must be made here about
help to guide the Design, Modeling, and to be expected already in Blender’s envi- the EMPTY that is located at the hip area.
Animation process. ronment based on the approved produc- This is simply used as a handle so that I
tion design. Each cylinder, ball joint, or can drag Jules anywhere and flip him
The other important activity prior to actual polygon is a separate mesh. about by simply selecting the Empty.
Design and Modeling is research. Even if Their relationships are: Each Mesh’s par-
one knows what something looks like, it The figure (Fig. 1) below shows each phase ent is the closest Bone by simple parent-
usually pays off to have research because of the modeling progress. In every situa- ing. The Armature’s parent is the Empty.
the mind plays tricks and tends to miss tion, the principle described above is used.
out on details that later on can become The only exception is the mesh for the One thing I learned prior to making “The
important to achieving an intended result. head which is the only part of Jules to use Unsolved Mystery” was that a mesh’s
For Jules The Blue-Eyed Robot who appears a SubSurf modifier with Set Smooth to final look relied as much on surrounding
in “The Unsolved Mystery”, I procured achieve a rounded look. objects and light as well as its own
pictures of many kinds of robots and their structure and materials. Below are some
representations such as factory robots, of the conditions created for the test
movie robots, or toy robots. render to create the final look of Jules the
Blue-Eyed Robot:
Armed with the story and the research, I
took my pencil and started designing the Copper Material (Head, Hands, Upper
robot I had in mind with an eye towards Torso, Lower Torso, and Lower Legs):
how I could create the robot in Blender. Gun Metal Material (All ball joints, Upper
After making about three or four very
varied designs, I settled on a diminutive
toy-like figure with a humanoid shape, Fig. 1: Modeling Progress
stubby legs, and hands inspired by old
1950’s robot toys made up completely out The figure (Fig. 2) below illustrates the Arm, Fingers, Upper Legs, Hip Joints,
of cylinders and ball jointed limbs. I had arrangement of the armatures. For me- Shoulder Joints, Waist, and Neck):
drawings of the character in various posi- chanical objects, I found it best to parent Set Design: (Sky Dome) Note: Material is
tions that can be expected given the script the individual meshes in Pose Mode with
and the storyboards. each bone in the Armature. Parenting to
the bones this way allows for “simple
Production Design & Pre-Pro- parenting”. Simple parenting of meshes to
bones results in no organic deformations. simply White with maximum values of
duction Testing Reflection and Specularity. The Extra
For modeling Jules, I only really needed Plane (“Reflective Panel”) shown in Pink
two skills: KNIFE and EXTRUDE. The basic has the same material and is us used to
principle is to distill each part of the robot allow the “horizon” of the Sky Dome to
into one of Blender’s basic shapes and vanish when viewed by the Camera as
then knife or extrude until the right shape set. See Fig. 5 next.
is attained. Sometimes it is helpful to have
right or left in orientation to the eyes. This which the motion should stop. This last
helps create brightness and a sense of life. trick helps to create the illusion of Inertia.
The lights of the eyes must affect only the
layer where the eyes are on. Without the When manipulating the IPO Curves, I
eyes arranged in their own separate layer follow one rule: “Jagged Is Good”. Of
with special lighting to enhance them, they course, to avoid rickety motion, most of
can become vapid and lifeless. the IPO will be smooth, but making the
IPO jagged can be used for life-like em-
The separated layer, Blue Metal Eye mate- phasis and can create sensation of weight
rial, and lights affecting this layer only are if done properly. An example of the IPO
The Reflective Panel is set with two extra shown below (Fig. 8.).
lamps that are setup as shown below (Fig.
6):
Animation
All the animation seen in “The Unsolved
Mystery” is done with a method inspired
from the “Go-Motion” photography
method used for miniatures, such as the
Cave Roller Coaster in “Indiana Jones and
The Temple of Doom”.
The principle is that the Armature has each Curve from the “Shutdown” shot that
Lights Settings for Spot Lights Fixed to Sky motion Key-Framed in gaps of 20 or 30 occurs at the end of “The Unsolved Mys-
Dome: frames, and then one uses the IPO Curves tery” is shown below (Fig. 9):
to manipulate the frame speed of the Each shot in “The Unsolved Mystery” is
motion. actually a separate Blender file with cop-
ies of Jules, the set, and the Mysterious
Making the initial Key-Framed movement Box. As a result of this, each Blender file
can be tedious and requires a lot of imagi- contains only the animation and the
Eye Material and Lighting – A special note nation. Note, for example that sometimes corresponding IPO Curves for each spe-
at this point about eyes, the eyes here are to animate a figure bending forward, the cific shot.
simply Blue Metal spheres, but to help first few frames actually have the figure
create the illusion that “there’s something bending back as if to “rev up” the motion. IPO Curves control everything in “The
going on behind them”, one trick is to Similarly at the end of each movement, the Unsolved Mystery”, even the Energy for
have the eyes on another layer and create motion’s final frames exceed the mark at lights affecting the eyes also use Lamp
a pair of lights aligned some ways upper IPO Curves.
Audio
All the audio attached to Jules’ motions in
“The Unsolved Mystery” were salvaged
from free web sources only after the im-
ages were committed to production. This is
a mistake, and the flawed matching of the
audio is very apparent. I am only writing
this down as a warning to other beginners:
“Always have Test-Audio ready soon after
having a Script”.
Welcome to our next installment of “Meet about how to do things have taken me to
the Blenderhead”. As some of you may know, where I am today.
the last person interviewed is allowed to pick
who they would like to see interviewed in the
next issue. Eldron didn’t have anyone specific
and allowed me to pick whomever I wished.
After some discussion with people in I am inspired daily by all the users of
#blenderchat on IRC, we came to the conclu- Blender. Everyone who posts their work on
sion that hey, why don’t I interview myself? any forum always prove to me that Blender
is a very capable application. Some of my
With that decision made, I made the choice favorite users included @ndy, RobertT, Bas-
to allow the community to post questions at sam, LohnS, Myke, Eldron, just to name a
www.blenderartists.org for me to answer. No few.
sense in me just talking about myself now, is
there? I have taken eleven of the best ques- As far as outside sources that inspire me,
tions posted within the thread and have en- my family is always number one in that re-
deavoured to answer them the best I can.
gard. They are very supportive of me in my
Oddly enough, at one of my old jobs, Blender life. I can’t ask for anything more
In my real life, I have been very happily mar-
I was searching for a CAD program so I could from them.
ried for almost eight years and a father of
three. I am currently working as a sales open and edit AutoCAD files. We didn’t have
manager for a company in Toronto, Ontario, the funds at the time, small sales company, Also, I scour the 2D artwork sections at CG-
Canada. I have been an active member of the to purchase AutoCAD and I really needed this Talk and my all time favorite site,
Blender community for about 8-9 years now, in order to do some of the work. After a lot www.conceptart.org/forums. The “It’s Finally
(Ver. 1.8), when the old NaN was still around. of searching, I found a link to Blender and Finished” section there is one of the best
Blender, for me, is my hobby. I love that I the old NaN forums. I was immediately awe- resources for inspiration. My “Alien – A Por-
can still create things and have my work and struck with what I saw. I had never seen trait” image was based off of a concept by
knowledge appreciated by many people anything like this program before and the mellowsmooth, that I found there, (used
around the world. It is a great feeling. Though whole CG thing was still very new. I had seen with permission, of course). I highly recom-
I currently don’t have as much free time as I “Toy Story”, etc., and always wondered how mend that you visit that site regularly for
used to have to put into my Blender work, I that stuff was done. Then when I discovered inspiration and concepts that you can take
still find time when I can to open Blender Blender, I was like, “man, I have to get into and turn into 3D.
and play with some sort of a mesh. It’s been this!” I downloaded Blender and started do-
one of the best experiences in my life, (other ing every single tutorial I could find. Most of
than getting married and watching my son the early tutorials were from B@rt’s website.
being born – have to kind of say that!). Every tutorial on his site, (which he still has
up btw), were invaluable in the beginning. A
So, without any further ado, here is me! lot of question asking in the old forums Features are being added at such a -
rate that I don’t think anyone can keep up leted the email thinking it was a complete most of my regular daily work done then as
with everything. Even some of the old fea- joke. Here I am, half way around the world well. Admin/Moderating the forum doesn’t
tures that are getting new additions/tweaks, from where the magazine is published and I actually take up as much time as you would
(i.e. particle system), have gone beyond get an email out of the blue. But, I re- think. We have a great group of mods and
what I ever thought they could. sponded and the rest is now published histo- admins that do a great job of maintaining
ry! They even sent me a free copy of the the sanity there. They are all a great help.
With my current limited Blender time, I don’t issue, which I now keep stored away for fu- that are added?
have the required time to learn these fea- ture reflections, when I get old and cranky.
tures. So in a sense, I am falling behind the My family, as I stated above, are very sup-
curve. If I don’t start taking the time to re- As far as offers and open doors, nothing has portive of what I do. My son sits beside me
view these great new additions, I will fall too really happened as a result of that work be- while I surf the forums and he is always
far behind. For now, things seem to be still ing published. I have received offers to do pointing at images and going “Wow daddy!
OK for me. Most of the new features are for work on open source games and other non- Did you do that one?” And I am always an-
animation and other areas that I don’t really commercial work. But, since I have a real life, swering, “No son. That’s not mine.” So he
use in my work-flow. That will however, defi- with a paycheck, it is very hard for me to kind of has the bug a bit too. Just doesn’t
nitely change down the road. So I either accept these offers and to date I have not
need to start keeping up, or be left in the accepted any of them. That could change
dust. sometime down the road, if things ever get
better for me with some free time.
I’m sure if I really needed one of the new
features for a certain project, then I would I am always interested in seeing what people
take the time to research it and learn it prop- are working on, and if there is any interest in
erly. The sculpt tool is one of those features having me be part of the team, then please,
that I have taken the time to play with, as it feel free to drop me a line and I will defi-
is a very useful and beneficial tool in my nitely review the scope and consider the
work-flow. opportunity.
Outside of work, I am very involved with my The time thing is the biggest issue. When I
kids’ lives. They are my hobby outside of get that inspiration to open Blender and I get
Blender. During the winter months here in into the rhythm and flow of the modeling
Canada, I coach both my son and daughters process, it’s great. Then something comes
hockey teams. During the summer months, I up and you have to stop. You lose that drive
coach my daughters’ softball team. It’s great and that moment you were in at the time.
fun watching kids improve and grow in front It’s sometimes very hard to get that back.
of your eyes and become more than they Just be persistent in what you do and when
thought they could at the start of the season. something stops you from doing it, you just
have to pick up from where you left off and
Also, that model taught me so much about My entire family enjoys camping. We pack try and find that place you were in again.
UV mapping and texture painting. TorQ was the van full with tents and sleeping bags and You can do it, because I have.
paramount in helping me get that thing un- head north here in Ontario. It’s great fun and
wrapped, when I knew absolutely nothing everyone has a good time. I will be moving
about UV mapping. At the time, I had given up there one of these days and retire from
up texturing the model and posted the Blend work to sit on my dock. Over look the lake
file for everyone to use as they wish. (Some and just take in the days. If any of you ever
interesting animations came from that). Then get the chance to visit Ontario, definitely take
TorQ got a hold of the mesh, provided a the time to head to the northern part. One of
clean unwrap and then posted that Blend file the most peaceful and beautiful places on
back. I took that, tweaked that UV map some the planet.
more and then proceeded to do the textures.
Without that initial unwrap by TorQ, I would
Here is how!
1. We accept the following:
· Tutorials explaining new Blender features, 3dconcepts, techniques or articles based on current theme of the maga-
zine.
· Reports on useful Blender events throughout the world.
· Cartoons related to blender world.
Note: All the approved submissions can be placed in the final issue or subsequent issue if deemed fit. All submissions will
be cropped/modified if necessary. For more details see the blenderart website.
Theme: Texturing
2D texture
Procedural texture
Nodes
And more...
Disclaimer
This PDF magazine is archived and available from the blenderart.org website.
The blenderart magazine is made available under Creative Commons‘ Attribu-
tion-NoDerivs 2.5’ license.