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标题: Maya Nurbs 汽车方向盘建模 [打印本页]

作者: YY823    时间: 2013-11-7 15:10
标题: Maya Nurbs 汽车方向盘建模
Maya Nurbs 汽车方向盘建模
     翻译说明: 为了让大家更能理解这个教程,我并不翻译其中一些命令,这样可以让一些初学者 ( 不是很熟悉 Maya Nurbs 建模命令 ) 更快找到这些命令。

希望可以和大家一同进步!!!!!
From front view, create this profile curve (Fig 1), and move it to -0.95 of Z axis. In this case, I use a measurement of around 5.7 cm (fig 2). Use the create > measure tools > distance tool to check the distance.
在前视窗里创建轮廓曲线 (fig 1), 并在 z 轴方向上移动约 -0.95. 在这个教程里,我的尺寸约为 5.7 cm(fig 2). 你可以使用 create > measure tools > distance tool 来检查你的尺寸 .
fig 1


fig 2
From side view, duplicate this curve and move the new curve to 0.951 of Z axis (fig 3), then tweak this new curve's CVs into this shape (fig 4), so it looks smaller than the original.
在侧视图复制曲线,并在 z 轴方向上移动约为 0.951(fig 3), 然后将新复制的曲线移动各 CV 点使其形状像 (fig 4) 所示,可以看出它比原来的曲线轮廓要小。
fig 3


fig 4
Next, select the 2 curves and go to surface > loft (fig 5). OK. Next create a NURBS cylinder with radius 2, height ratio 3, sections 20, spans 12 (fig 6).
接下来,选择这两条曲线并 surface > loft (fig 5). Ok. 创建一个 Nurbs 圆柱体,半径为 2 ,高为 3 , sections 为 20,span 为 12(fig 6).
fig 5


fig 6
Now from side view, rescale the Z value to 0.216 (fig7). Next...click the select by component type button , go to front view and select these center CVs (see fig 8).
回到侧视窗,将圆柱体的 z 轴方向缩小到 0.216(fig 7). 接下来选择中间的一些 CV 点 (fig 8).
fig 7


fig 8
Now move the selected CVs to 1.433 of Z axis (fig 9), you can see the CVs' axis value in the CVs panel (right side).
将它们在 z 轴方向上移动约 1.433 的距离,你可以在右边通道栏里看到数值 .
fig 9


Maya Nurbs 汽车方向盘建模
     翻译说明: 为了让大家更能理解这个教程,我并不翻译其中一些命令,这样可以让一些初学者 ( 不是很熟悉 Maya Nurbs 建模命令 ) 更快找到这些命令。

Next, select your lofted object, Shift-Select the cylinder, go to edit nurbs > surface fillet > circular fillet > option box and apply these settings (fig 10). Note : Use 0.0010 for Positional Tolerance for better fillet tolerance, hit fillet, then you'll have this figure (fig 11). 接下来,选择你 Loft 成的曲面,按 shift 键选择圆柱体,到 edit nurbs > surface fillet > circular fillet > option box 选项框里运用这个设置 (fig 10).
记住 : 使用 0.0010 的数值给 Positional Tolerance ,这样你就可以得到 (fig 11).
fig 10


fig 11
Next, select the cylinder, go to edit nurbs > trim tools , select one of the white trim areas (fig 12), rotate your camera view to back side, and select back center area (fig 13) then hit Enter.
接下来,选择圆柱体,到 edit nurbs > trim tools, 选择要保留的曲面区域,如 (fig 12)(fig 13) 所示,然后 Trim 它。
fig 12


fig 13
Next, select the lofted object, go to edit nurbs > trim tools , select one of center top areas (fig 14) then hit Enter (fig 15).
选择 Loft 出来的曲面,到 edit nurbs > trim tools, 选择要保留的曲面区域,如 (fig 14)(fig 15) 所示,然后 Trim 它。
fig 14


fig 15
Next from front view, create a NURBS torus with radius 3.8, sections 22, height ratio 0.08, rotate it to 90° of X axis (fig 16), then select these 4 CVs and rescale them a little bit towards the center (use left manipulator to rescale them) (fig 17).
回到前视窗,创建一个 Nurbs 圆环,半径为 3.8,section 为 22 , hight ratio 为 0.08, 并在 x 轴方向上旋转 90 度 (fig 16), 选择这 4 个 CV 点并将它们向中心方向拉伸一点 .(fig 17)
fig 16


fig 17
Next, create a NURBS circle with 18 spans, rotate it to around -41.676° of Z axis and rescale to 0.238 of Z scale, translate it to -2.484 of X axis and -2.736 of Y axis (fig 18). Next, you need to duplicate and rotate this curve several times towards the top left side and tweak some CVs (see fig 19).
接下平,创建一个 Nurbs 圆曲线, span 为 18, 并在 z 轴方向上旋转 -41.676 度,并将 z 轴方向缩小到 0.238, 在 x 轴方向上移动到 -2.484 , y 轴移动到 -2.736(fig 18). 接下来你需要复制一些曲线并旋转移动到 (fig 19) ,适当移动它们的一些 CV 点。
fig 18


fig 19
Next, select all of these curves sequentially and go to surface > loft (fig 20). Next create a NURBS cylinder with 16 sections, 4 spans, height ratio 2, rotate it to 90 of X axis, scale it 0.462 of X axis, rotate it to around 30.818° of Z axis, and then rescale one row of the outer CVs. Rescale them very small until it looks like they are touching each other (fig21).
按顺序选择这些曲线并 surface > loft (fig 20). 接下来创建一个 Nurbs 圆柱体, sections 16 , 4 spans, height ratio 2, 并在 x 轴方向上旋转 90 度 ,x 轴方向上缩小到 0.462, 在 y 轴方向上旋转 30.818 度,并拉伸一些 CV 点到看上去都接触到一起。
fig 20


fig 21

Maya Nurbs 汽车方向盘建模
     翻译说明: 为了让大家更能理解这个教程,我并不翻译其中一些命令,这样可以让一些初学者 ( 不是很熟悉 Maya Nurbs 建模命令 ) 更快找到这些命令。

Next, put this new cylinder to the half side of the new lofted object at this position (fig 22), here's the front view (fig 23). This cylinder will cut out half of the lofted object (for button place area). 接下来将这个圆柱体移动到新 loft 曲面附近 (fig 22) ,前视窗中如 (fig 23).
fig 22


fig 23
Next, select the cylinder, Shift-Select the lofted object, then go to edit NURBS > surface fillet > circular fillet > option box and apply these settings (fig24), then you will have a new fillet area (fig 25).
接下来,选择这个圆柱体,按 Shift 键选择 loft 物体,到 edit NURBS > surface fillet > circular fillet > option box 运用这一选项,你将可以得到如 (fig 25).
fig 24


fig 25
Next select the cylinder and go to edit NURBS > trim tools , select the inside of the cylinder white area (fig 26) and hit Enter (fig 27).
接下来选择圆柱体并 edit NURBS > trim tools 它,选择要保留的区域 (fig 26),Trim 后得到 (fig 27).
fig 26


fig 27
Next select the lofted object and go to edit NURBS > trim tools , select the outside of the lofted object white area (fig 28) and hit Enter (fig 29)
接着我们再 edit NURBS > trim tools 那个 Loft 出来的曲面,选择要保留的区域如 (fig 28), 并 Trim 得到 (fig 29).
fig 28


fig 29
Now go to edit > select all by type > nurbs surfaces , then go to the rendering module, go to Render > set NURBS tessellation > option Box and apply these settings (fig 30), then hit set and close.
到 edit > select all by type > nurbs surfaces , rendering module , 进入 Render > set NURBS tessellation > option Box 设置如 (fig 30) 点击 set and close.
fig 30
Next from front view, create these button profile curves (fig 31), duplicate every profile curve several times, and rescale the last curve into a smaller proportional curve (fig 32).
回到前视窗,创建如 (fig 31) 所示的曲线,复制并移动如 (fig 32), 并将最后的一条曲线缩小一点 .
Note : You could create your own button profile if you want to.
你可以自己创建你喜欢的曲线。
fig 31


fig 32

Maya Nurbs 汽车方向盘建模
     翻译说明: 为了让大家更能理解这个教程,我并不翻译其中一些命令,这样可以让一些初学者 ( 不是很熟悉 Maya Nurbs 建模命令 ) 更快找到这些命令。

Next, select every set of them (sequently), then go to surface > loft (fig 33), then select every top curve then go to surface > planar to close the buttons' top areas, and do some variation with the curves (fig 34). 接下来,按顺序选择这些曲线并 surface > loft (fig 33) , 依此选择每条最后的曲线并 surface > planar 以闭合这些曲面 (fig 34).
Fig 33


fig 34
Now go to display > hide > hide geometry > NURBS curves , to hide all of your curves, then select all of these buttons then drag them to their places (fig 35). Next from front view, select all center objects then hide them (by pressing CTRL-H) (fig 36).
隐藏 Nurbs 曲线,命令 display > hide > hide geometry > NURBS curves , 将这些曲面移动到如 (fig 35). 回到前视窗,选择中心的物体并隐藏它们 ( 按 CTRL+H)(fig 36).
fig 35


fig 36
Then select all the objects (not the main torus), then go to edit > group . Hit group... wait while Maya is calculating group. When finished, go to edit > duplicate > option box , then apply these settings (fig 37), then you will have a mirrored object on the other side (fig 38).
选择那些物体 ( 不包含主要的圆环 ), 用 edit > group 成组 . 成组后,复制它,选项如 (fig 37). 复制后如 (fig 38).
fig 37


fig 38
Now go to Display > show > show geometry > Nurbs surfaces , to show all of your NURBS geometry, then you should have these objects at this point (fig39).
然后将所有的 Nurbs 曲面显示出来,命令 Display > show > show geometry > Nurbs surfaces . 得到 (fig 39)
fig 39
Next to smooth the connection between the center object and the main torus we need to fillet them together. Select the left lofted object, Shift-Select main torus, then go to edit NURBS > surface fillet > circular fillet > option box and apply these settings (fig 40), then you will have this (fig 41).
我们需要在大圆环和握手柄之间得到更圆滑的过渡,选择握手柄再按住 Shift 键选择大圆环, edit NURBS > surface fillet > circular fillet > option box , 选项如 (fig 40), 得到 circular fillet 结果如 (fig 41).
fig 40



fig 41

Do the same step with the right lofted object, remember : To circular fillet the right side object, you must turn on Reverse Primary Surface Normals.
以同样的方式 circular fillet 右过的握手柄,记住:在 circular fillet 右边时,要打开 Reverse Primary Surface Normals 选项。
本maya教程完。





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