In this chapter you'll learn how to use the Smooth with History
operation to create smoothed copies of an object, using the original as a control object. You'll then learn how to create a test animation using the lo-res version of the object, swapping in the hi-res version later on. You'll also learn some new N-Geometry commands.
You'll learn about the following topics:
In this Chapter
1. (CLICK-L) on GeoMenus>File> New Object>Cube.
Bridging through an Object
2. (CLICK-R) on faces in the element sensitivity menu.
3. Collect two faces on opposite sides of the cube.
4. (SHIFT-L) on the collection, then (CLICK-L) on Inset.
Figure 4.3 Inset the collected faces5. (CLICK-L) on faces on the element sensitivity menu.
7. Swing the camera around and (CLICK-L) on the corresponding face on the back of the cube.
Figure 4.4 The bridged cube
For a better view of the bridge, turn shading on for the cube object:
8. (CLICK-L) on objects in the element sensitivity menu.
Figure 4.5 A shaded version of the bridged cube
The Smooth w/History command lets you create smoothed copies of an object that can be updated based on the lower-resolution control object from which they were generated.
Smooth w/History
To create a smoothed copy of an object:
11. (CLICK-L) on bodies in the sensitivity element menu.
15. Move the smoothed cube away from its control object using the following steps:
16. (CLICK-L) on points on the element sensitivity menu.
17. (SHIFT-L) on a corner point of the unsmoothed cube, then (CLICK-L) on Move.
18. Try repeating steps 12 through 13, only this time, specify that the cube be smoothed 3 iterations in step 13:
Using Smoothed Copies with N-Dynamics
When you create an animation, you can use the unsmoothed version of an object to test such things as rotations, flight paths, etc., to get the look and feel of your animation right. Because the unsmoothed versions have fewer polygons, they typically take less time to animate than the smoother version.
You've learned how to:
Congratulations!
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