Professional Documents
Culture Documents
Primitives
This chapter introduces you to NURBS primitive objects. There are several ways you can
use NURBS primitives to build objects quickly and easily. Use primitives as a starting
point, then use a combination of object and surface editing operations to complete a task.
Throughout this book you'll find examples where primitives are used as the base element
of a particular task in combination with many of the Maya editing and creation
operations.
NURBS Primitives
CV Curve Tool
EP Curve Tool
Pencil Curve Tool
Arc Tools
Text
Construction Plane
Locator
Or you can select surface curves (isoparms) on two spheres, create a fillet blend between
them, and scale the spheres to create a bottle using a free-form surface fillet
(Surfaces>Freeform Fillet).
To create a simple animation, you can also select surface CVs, transform them, and set
key frames to the transformations.
First, select the CV or CVs you want to transform. Place the pointer over the active
object, then with the right mouse button select Control Vertex from the marking menu.
In this example, one CV of a NURBS primitive sphere is selected and moved using the
Move Tool.
You can also transform either one or multiple CVs from the Channel Box. Select the CV
or CVs, then enter values in the X, Y and Z boxes provided.
The following shows the editable CV boxes in the Channel Box for a single CV. The X
value is changed and the CV is moved accordingly.
In the next example, multiple CVs are moved from the Channel Box.
Important Note
You cannot animate CVs on an object that was created with history and then delete the
object's history. The CV animation will not be correct and unexpected results will occur.
axisMidPoint manipulator
The axisMidPoint handle represents the pivot point position. Click-drag the middle
handle, or enter values in the Numerical Input line or in the Attribute Editor.
NURBS primitives
NURBS primitives are available from the Modeling menu set by selecting Create >
NURBS Primitves.
Since most of the options for primitives are similar, the option descriptions for the Sphere
NURBS primitive are described in detail. Descriptions of specific and unique
characteristics of the other primitve types follow afterward.
Sphere
2
To change the option settings, immediately after the primitive is created, select
Edit > Undo. Change the options, then press the Create button to create a new
primitive.
By default, the Pivot is set to Object, and the resulting primitive is created at the origin.
The primitive appears centered about the specified pivot; the rotate and scale pivots of the
primitive are at the origin.
For example, Sphere, Cone, and Cylinder primitives are revolved from simple hidden
curves and this option defines the start point of the axis of revolution.
If you set Pivot to User Defined, you can enter values in the Pivot Point X, Y, and Z boxes
to reposition the primitive. The resulting primitive is centered about this point.
The Active View option has no effect when the current modeling view is a camera or
perspective view.
Enter the degree of rotation about the vertical world axis. Degree values can range from
0.00 to 360.00 degrees. The default is 360.00 degrees, which creates a full 360 degree of
revolution. The following example shows the top view of a sphere after changing the End
Sweep Angle to 180 degrees (a hemisphere).
See also "Editing primitives using revolve manipulators" on page 34 for information
about the Circle Sweep manipulator.
Enter a value in the Radius box or use the slider to change the radius.
Select a Surface Degree option to automatically create the NURBS sphere as a Linear
(degree 1) or a Cubic (degree 3) B-spline. The default is Cubic.
If Use Tolerance is toggled on, you can see the effects when you change the values in the
Tolerance slider from the Attribute Editor. Set this tolerance value in the options window
before you create the sphere only if you know the values you need.
If set to None, no tolerance calculations are performed and the sphere is created with the
given number of sections and spans. This is the default.
If set to Local, the following is displayed:
You can enter a new value to override the Positional tolerance value you set in Options >
General Preferences > Modeling.
Local
tolerance is useful on a per-task basis where you want to change these values, but
don't want to change the Global tolerance values.
If set to Global tolerance, the Positional tolerance value you set in
Options > General Preferences > Modeling is used.
Number of Sections
The Number of Sections value specifies the number of subdivisions that are created on
the sphere. The default value is 8. The following shows a sphere with 16 sections. A value
less than 4 gives a poor approximation to a sphere.
You can also change the number of sections in the Channel Box or the Attribute Editor.
In the Channel Box, click the makeNurbSphere heading and enter a new value in the
Sections box.
In the Attribute Editor, click the makeNurbSphere tab to open the Sphere History section
of the editor, then enter a new value in the Sections box.
Enter a value in the Number of Spans box to increase the number of spans that define a
primitive. A value less than 4 gives a poor approximation to a sphere.
You can also change the number of spans in the Channel Box or the Attribute Editor.
In the Channel Box, click the makeNurbSphere heading and enter a new value in the
Spans box. In the Attribute Editor, click the makeNurbSphere tab to open the Sphere
History section of the editor, then enter a new value in the Spans box.
Cube
Select NURBS > Create Primitives > Cube-
A NURBS Cube primitive consists of six separate sides. You can click to select a side of
the cube in the view, or click on a heading in the Outliner or Hypergraph window
(Window > Outliner or Hypergraph).
To select the cube as a whole object, select the top heading in the Outliner or Hypergraph
window, or click the Select by hierarchy and combinations icon from the Status Line.
Enter a value in the Width box to change the default value or use the slider to change the
width of the cube.
Enter a value in the Ratio of Length to Width or Height boxes to change the default value,
or use the slider to specify the height and length of the cube.
Change the value in the U Patches or V Patches boxes or use the slider to set the number
of (U, V) patches between the edges that make up the cube. This value changes the
number of spans on an object. You can also change these values in the Channel Box or
the Attribute Editor.
Cylinder
The NURBS Cylinder primitive is created as an open-ended cylinder, and may be created
with or without end caps.
Use the slider or enter a new value in the Ratio of Height to Radius box to change the
height to radius ratio of the cylinder.
Caps
Caps may be created for either or both ends of the cylinder, or not at all. In addition, caps
may be created as degenerate surfaces (they are treated as part of the cylinder shape
node), or with a separate transform node, so that they can be manipulated independently.
The following illustration shows two cylinders with caps represented in the Hypergraph;
the left one was created without the Extra Transforms option, and the right one with this
option on.
Cone
The NURBS Cone primitive is created as a cone which may or not have a cap on its open
end, similar to the NURBS cylinder's caps options.
Plane
The plane is a planar surface made up of a specified number of patches Change the value
in the U Patches or V Patches boxes or use the slider to set the number of (U, V) patches
between the edges that make up the plane. This value changes the number of spans on an
object. You can also change these values in the Channel Box or the Attribute Editor.
Enter a value in the Ratio of Length to Width box to change the default value, or use the
slider to specify the length of the plane. You can also change these values in the Channel
Box or the Attribute Editor.
Option
Pivot
Axis
Width
Surface Degree
U/V Patches
Torus
A NURBS torus is a shape which is periodic along two axes.
The torus primitive behaves in all other respects as other NURBS primitive modeling
objects, sharing similar options.
Circle
The NURBS circle is a closed curve with options similar to the NURBS sphere primitive.
Square
The square primitive is a companion to the circle primitive.
Note
The square primitive consists of four separate curves and is not a single shape.
Creating curves
Since curve creation methods are tools, first adjust the option settings in the options
window for the tool before you create the curves. If you create the curves with the default
option settings, you can later edit the completed curve in the Attribute Editor.
The following topics are described in this chapter:
Tip
Remember, more CVs doesn't necessarily mean easier control. You should try to keep the
number of isoparms to a minimum.
4
Click where you want to place the second CV. This CV is displayed as a small
letter u.
Once you place the CV, a line joins the two CVs. This is the hull line. The hull
line is part of the control polygon and does not represent a curve or curve
segment.
5
Click to place a third CV. Another hull line is created to connect the second and
third CVs. The curve is not built yet since this is a degree 3 curve (Cubic by
default) and you have to place at least four points.
6
Click to place the last and fourth CV. When you place the fourth CV, a curve
segment is created that interpolates the first and last CVs.
As you continue to place CVs, new curve segments are created and the curve
continually updates to interpolate the last CV placed.
Tip
To complete the curve so you can start to place new curve points, press Enter.
To create a CV curve-on-surface:
1
Select the NURBS surface.
2
Click the Make Live icon on the Status Line (or select Modify > Make Live) to make
the surface live.
Select Curves>CV Curve Tool and place the curve-on-surface CVs directly on the
live surface.
2
Drag the manipulator to move the CV and to change the curve's shape.
3
To continue to change the curve's shape, click with the left mouse button to select
another CV and drag the manipulator.
Tip
You can marquee-select more than one CV at a time.
Remember to press the Insert key to continue placing CVs.
Click the Points icon, press the right mouse button to display the pop-up menu,
then toggle CVs on.
or
While the pointer is over an active CV curve, use the right mouse button and drag
to select Control Vertex from the marking menu.
3
Click to select the CV (or CVs) you want to move.
4
Select a transformation tool, (in this example, the Move Tool), and drag the
manipulator to move the CV.
If you create a curve with Chord length knot spacing, the parameter value depends on the
distance along the length of the curve. An initial parameter value of 0 is assigned to the
start of the curve, then the value is increased proportionally to the chord length between
edit points.
Uniform
If you create a curve with Uniform knot spacing, the parameters have equally spaced
values (0, 1, 2, and so on) between edit points. The parameter values of a uniform curve
always range from 0 to the total number of spans on the curve. This is the default setting.
Tip
Uniform knot spacing produces a curve with a more predictable parameterization. Chord
knot spacing produces a better curvature distribution, and, when used to build surfaces,
better texture mapping. See for more information about knot spacing.
The joints where the curve spans are joined are called knots. Toggle Multiple End Knots
on to help control the shape of the curve. The default is on.
Click the Make Live icon on the Status Line (or select Modify > Make Live) to make
the surface live.
Select Create > EP Curve Tool and place the curve-on-surface points directly on
the live surface.
Before you complete the edit point curve, press the Insert key on the keyboard.
This displays a move manipulator which appears on the edit point at the end of
the curve by default.
2
Drag the manipulator to change the curve's shape.
3
To continue to change the curve's shape, click with the left mouse button to select
another edit point and drag the manipulator.
Notes
You can only select one edit point at a time. This prevents the curve shape from
changing too much.
Click the Parm Points icon to display the pop-up menu, then toggle Edit Points on.
or
While the pointer is over an active edit point curve, use the right mouse button
and drag to select Edit Point from the marking menu.
3
Click to select the edit point (or edit points) you want to move. Select a
transformation tool (for example, the Move Tool), and drag the manipulator to
move the edit point.
To change the options after the curve is created, use the Channel Box or the Attribute
Editor. See for details.
If you create a curve with Chord length knot spacing, the parameter value depends on the
distance along the length of the curve. An initial parameter value of 0 is assigned to the
start of the curve, then the value is increased proportionally to the chord length between
edit points.
Uniform
If you create a curve with Uniform knot spacing, the parameters have equally spaced
values (0, 1, 2, and so on) between edit points. The parameter values of a uniform curve
always range from 0 to the total number of spans on the curve. This is the default setting.
Tip
Uniform knot spacing produces a curve with a more predictable parameterization. Chord
knot spacing produces a better curvature distribution, and, when used to build surfaces,
better texture mapping.
2
The pointer changes to a small pencil. Position it where you want the curve to
begin.
3
Click-drag the pencil to sketch a curve.
4
To stop sketching, release the mouse button. The line is fit with a curve that has
chord length parameterization by default.
Arc Tools
Use the Arc Tools to create semi-circular NURBS curves by placing points which define
the length and radius of the arc.
As long as construction history is maintained, a makeCircularArc node is available for
editing the arc creation points in the Channel Box and Attribute Editor.
While creating an arc using the Arc Tools, it is possible to edit points already placed by
clicking with the middle mouse button, which will allow you to reposition that control
point.
The Arc Tools operate on the active view at all times, and will therefore always create
arcs perpendicular to an orthographic view. When using a perspective or camera view to
create an arc, the Arc Tool will generate the arc on the ground plane.
The Arc Tools provide numeric feedback as to the radius of the arc being created.
Note
You cannot create a circle with the arc tools, or have any of the points used to create the arc
coincident.
Geometry Options
Circular Arc Degree
Enter a number in the input field or use the slider to select the number of curve segments
used to describe the arc.
Once the start and end points have been placed, the vector direction of the arc is shown as
a blue square, and the arc toggle as a double-circle manipulator icon.
Click on the arc direction vector to move the arc's radius origin interactively. To use the
Channel Box to view and edit by clicking on the makeTwoPointCircularArc node.
Click on the toggle arc manipulator icon to change the orientation across the axis of the
created arc, or change the value in the Channel Box. Note that the arc will flip when you
move the arc control points across the radius' axis.
You can use a construction plane as a live construction surface (click the Make Live icon
on the Status Line or select Modify \> Make Live).
A live construction plane replaces the ground plane as the surface on which points are
placed when using one of the curve creation tools, or on which objects are moved relative
to. By transforming the plane, planar curves can be created in arbitrary planes.
Before you create a new construction plane, change the options, if necessary, then click
the Apply button.
The Pole Axis determines the orientation of the construction plane. The default is an YX
plane.
Enter a value in the Size box or use a slider to specify a size for the new construction
plane.
To create your own text curves, open the options window, type the text you want
to create, select a specific font, and the type of text you need. See the following
for details.
3
Select the Font and set the Type options, then click the Create button.
Transforming text
The text that first appears at the origin when you select Create Text is active by default.
Text are curves, which means they are separate entities. All the curves for one text string
are grouped under one transform.The transform results can vary depending on the way
you select the text.
To transform the text later (after you deselect the text then perform another operation and
reselect it), you will find that the letters are not transformed together.
To transform a text string:
If you want to transform a whole string of existing text, the transformation will occur on
each letter individually if you marquee-select the text. To transform the whole string, do
the following:
1
Marquee-select the letters. Notice the headings in the Channel Box. The lead
object, (the c in Magic), is the only curve that appears while the other letters are
individual curves.
2
Change some of the values in the Channel Box. In this example, the X, Y, and Z
Scale values are changed. Notice that all letters are scaled, but the space between
the letters is lost.
To correct this problem, select Edit \> Undo, deselect the text, then change the
selection type. Click the Select by hierarchy and combinations icon and reselect
the text.
or
3
Open the Outliner window (Window \> Outliner) and select the top text object
(Text_Magic_1).
4
The heading in the Channel Box now displays the text string as one object
(Text_Magic_1), and all the letters are displayed in the lead object color.
5
You can now transform the whole string as one object.
To transform individual letters:
1
If you want to transform just one letter in a text string, open the Outliner window
(Window \> Outliner).
2
The letters in a text string are grouped under a parent node called Text_Magic_1.
Click the triangle beside this heading to display the individual letters and select
the one you need. The Channel Box is updated and the letter is highlighted in the
view.
The three Type buttons, Curves, Trim, and Poly, are used to create text in three different
formats. Select one of these before you create the text.
The Curves text type is the default. The text is displayed as NURBS curves which you
can transform and manipulate.
The Trim text type is created as planar trim surfaces. This means that these letters will
render because they are surfaces.
The Poly text type is created as polygons which you can manipulate as you would any
other polygonal entity. When this text type is selected, a planar trim curve is created
between the curve and tessellate nodes, but you only see the polygonal surface, not the
planar surface.
Notice the difference between a Trim text string and a Poly text string in the Hypergraph
(Window \> Hypergraph).
Curve Editing
this chapter includes
Creating Surfaces
In this chapter you will learn how to create surfaces using various Maya construction
methods.
This chapter includes the following topics:
Bevel
Extrude
Loft
Planar
Revolve
Boundary
Birail
Beveling surfaces
Use Surfaces>Bevel to create an extruded surface with a beveled edge from any curve,
including text curves and trim edges.
To create a beveled surface from a curve:
Click on the curve you want to bevel and select Surfaces \> Bevel. The following
example shows a text curve beveled with the default options.
To select the isoparms, click the Select by component type icon from the Status
Line.
2
With the right mouse button, click the Lines icon and toggle Isoparms on from the
pop-up menu.
or
While the pointer is positioned over the active surface, use the right mouse button
to select Isoparm from the marking menu.
3
Click to select an isoparm.
4
Select Surfaces>Bevel to bevel the isoparm.
Note
By default, Bevel Width and Bevel Depth are 0.1 linear units of measure, and
Extrude Height is 1.00 linear units of measure.
To interactively edit the bevel units, click-drag the manipulator handles. The
Feedback Line displays the current measurement of each bevel unit as you move
an active manipulator. You can also enter values in the Numerical Input line or in
the Channel Box.
To change the bevel width, click-drag the WidthPoint manipulator handle. You can also
enter a value in the Numerical Input line or in the Width box in the Channel Box.
Click-drag the start and end parameter manipulators to change the beveled isoparm
segment. You can also enter values in the Numerical Input line or in the Min and Max
boxes in the Channel Box. The following shows what happens when you edit the
StartParam.
Toggle Attach Surfaces on to attach each part of the bevel surface. The default is on. If
toggled off, the surfaces are not attached.
For example, if Attach Surfaces is toggled off and you create a bevel with Bevel set to
Both, three surfaces are created. These surfaces are independent and can be selected and
modified as such.
You can select one of these surfaces from the Hypergraph or Outliner window
(Window>Hypergraph or Outliner).
You can also select the surface you want to edit from the Objects pop-up menu in the
Channel Box and open its Attribute Editor.
The Bevel options specify whether the beveled surface area is applied to the top, bottom,
or both sides of the original curve or isoparm. The following example uses a NURBS
Circle primitive curve using each method.
Note
Selecting the Bevel Off option disables the bevel parameter controls (Width, Depth,
Corners, and Cap Edge). Used in this way, Bevel may be used for simple extrusion
purposes.
The Bevel Width value specifies the initial width of the bevel as viewed from the front of
the curve or isoparm.
Bevel Depth
The Bevel Depth value specifies the initial depth of the bevel portion of the surface.
Tip
The combination of Bevel Width and Bevel Depth values determine the angle of the bevel.
Extrude Height
The Extrude Height value specifies the height of the extruded portion of the surface, not
including the bevel surface area. For more information, see:
The Bevel Corners options specify how corners in the original construction curves are
handled in the beveled surface.
Note
If the curve is degree is 1 or 2, the bevel's surface will be cubic (degree 3).
The Bevel Cap Edge options are used to determine the shape of the beveled part of the
surface.
Select Complete to use the entire curve for the bevel operation. Complete is the default
setting.
Select Partial to only use a segment of the curve for the bevel. When you select the Show
Manipulator Tool, a manipulator is displayed at each end of the curve. Use these
manipulators to edit a part of the input curve to change the beveled result.
You can adjust these subCurves in the Attribute Editor if you require further
modifications. See "Editing a beveled surface in the Attribute Editor" on page
316, and "Editing a beveled isoparm with manipulators" on page 308 for more
details.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
The Use Tolerance options let you create a bevel within a specified tolerance of the
original input curves. You can apply tolerance globally or locally.
Global tolerance means the Positional
Preferences>Modeling is used.
If you select Local tolerance, you can enter a new value to override the Positional
tolerance value you set in Modeling Preferences.
Local
tolerance is useful if you want to change these values often, but don't want to
change the Global tolerance all the time.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
The options you set in the options window or the Channel Box are displayed.
See"Changing the bevel's dimensions interactively" on page 305 and "Setting Bevel
options" on page 309 for details.
Input Curve
The Input Curve information is read-only. It gives you access to the history of the curves
or isoparms you used to create the bevel surface. Click the arrow buttons to select the
curve and open its section of the editor.
Extruding surfaces
Use Surfaces>Extrude to construct a surface by moving a cross sectional profile curve
along a path. Extrude works by sweeping a profile curve. Before you extrude, set the
pivot point of each profile curve to specify the relationship between the profile and the
path.
The profile curve, the curve you want to extrude along the path, can be an open or closed
free curve. You can also use a surface isoparm, curve-on-surface, or a trim boundary.
To create an extruded surface:
You need at least two curves to create an extruded surface: a path curve and a
profile curve. The profile curve is the curve that gets swept along the path curve to
create the surface. The path curve is the last selected curve.
1
Select the profile curve first, then Shift-select the path curve. The last curve you
select (the path curve) displays in the selected default green color.
2
Select Surfaces>Extrude.
Tip
If you select more than two curves, select all the profile curves first, then select the
path curve last.
To extrude a profile curve without using a path curve, change the extrude Style to
Distance in the options window. See "Choosing the extrude style" on page 319 for
details.
Restrictions
If the extrusion path has sudden changes of direction, undesirable twisting of the
cross section around the path can occur. If this happens, increase the number of
CVs in the path to make the change of direction between CVs more gradual. Sharp
corners work well, but tight corners do not. For example, try extruding a circle
along a linear path with 90 degree angles.
If you choose the Flat option, the extrude maintains the orientation of the cross section in
space as it moves along the extrusion path.
Tube
Tube
is the default extrude style. It sweeps the cross section along the specified path so
that the reference vector stays tangent to the path.
Extrude Length
Enter a value or drag the slider bar to specify the length of the extrusion. By default, the
extrude length is 1.0. The following shows the result when you change the value to 5.0.
If Distance is the selected extrusion Style, the default direction of the extrusion is Profile
Normal. This means that the direction of the path is automatically taken from the normal
of the profile curve. If the profile curve is not flat (planar), the average normal is used.
Click the Specify button to change the default direction for the extrusion.
When you click Specify, you can select X Axis, Y Axis, Z Axis, or Free. If you select an
axis button, the extrusion occurs along that axis. For example, if you click the Z Axis
button, the extrusion will be linear in the Z direction.
If you select Free, you can enter values in the X, Y, and Z boxes to specify a vector to
extrude. For example, the extrusion occurs by 1.0 in the X direction by default. The
following example shows what happens if you set X and Y to 0.0 and Z to 1.0 when you
extrude a curve.
If you set Style to Flat or Tube, At Profile is the default Result Position. This means the
resulting surface starts at the profile; the path curve is moved to the profile and then the
extrusion is performed.
If you select At Path, the profile curve is moved to the path curve and then the extrusion
is performed. This results in a surface at the path.
The Pivot options are only available if you set the Style to Tube.
The Pivot options let you choose the pivot point method to position the profile curve on
the extrusion path. If you select At Path as the Result Position, you can choose the profile
curve and position it to the pivot point on the extrusion path.
If you choose Closest End Point, the path end point closest to the center of the bounding
box of the profile curves is used. This end point is used as the pivot point for all the
profile curves. If performing a multiple extrusion, the resulting surfaces are offset from
the path. This is the default.
If you select Component, the pivot point of each individual profile curve is used to
extrude the profile curve. The extrusion occurs along the components of the profile curve.
See the following examples.
Orientation examples
The following examples show the extrusion using a combination of Orientation modes
and Result Positions.
In this first example, Result Position is set to At Profile and Orientation is set to Profile
Normal. The path curve is moved and rotated to match the profile curve. This is the
default setting.
In this next example, Result Position is set to At Path and Orientation is set to Path
Direction.
In this last example, Result Position is set to At Profile and Orientation is set to Profile
Normal. The profile curve is moved and rotated to match the path curve.
Set the Curve Range to Complete to extrude the entire profile along the entire path.
Select Partial to extrude only part of the profile along part of the path. This creates a
"subCurve" history node (initially set to the whole curve) which can then be edited using
the Show Manipulator Tool.
manipulators to edit the subCurve interactively, or enter values in the Min and Max boxes.
In the following example, the profile input curve (subCurve 1) is selected and edited.
If the Distance extrude style is used, click the extrude1 heading to display the
manipulator to edit the length of the extruded surface.
Click the subCurve heading to edit the profile curve (the curve used to create the
extrude).
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
To change the number of polygons created for the surface when creating polyset data, use
the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab
to display and edit the Tessellation Attributes and the Mesh Component Display.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
The Attribute Editor includes the options you set in the options window. See "Setting
Extrude options" on page 319 for details.
Profile Curve/Path Curve
The Profile Curve and Path Curve boxes let you access the input curves as well as
statistical information about these curves. Click the arrows beside the boxes to select the
input curves and click the tab to open the Attribute Editors for them.
If you set the Curve Range to Partial in the options window when the extrude was
created, you have access to the Attribute Editor for the resulting subCurves. See in
for details.
To loft curves:
1
Pick the first curve you want to loft, then Shift-click to pick subsequent curves.
2
Select Surfaces>Loft.
3
The lofted surface is constructed from curve to curve in the order that you
selected them. The last curve selected is green by default.
Tip
If you require an even and uniform transition of the surface as it lofts through each
profile curve (for example, a boat hull), space the curves evenly.
2
Select the curve you want to add, then select Surfaces>Loft.
The following shows the result when two curves are added to the initial lofted
surface.
With the right mouse button, click the Lines icon and toggle Isoparms on from the
pop-up menu.
or
While the pointer is positioned over the active surface, use the right mouse button
to select Isoparm from the marking menu.
3
Shift-click to select the isoparms you want to loft together, then select
Surfaces>Loft.
With Uniform knot spacing, the profile curves run parallel to the V direction. The
parameter values of the resulting surface in the U direction are equally spaced. The first
profile curve corresponds to the isoparm on the surface at U 0, 0, the second to U 1.0, and
so on.
Chord Length
With Chord Length spacing, the parameter values on the resulting surface in the U
direction are based on the distance between the start points of the profile curves.
Tips on Knot Spacing
Since lofting is based on the parameter values along the curves, if the curves are all
parameterized the same way (each curve is the same degree with an equal number of edit
points and identical knot values), the lofted surface will have the same number of spans in
the U surface parameter direction. This helps to control the amount of surface data, and the
size of the related data file. You can achieve this by copying the original cross sectional
curve, and then transforming and modifying it as necessary.
If the parameterization of all the curves do not match, the resulting surface can have
considerably more spans than any of the curves used in its construction. If you create the
original curves as Edit Point curves with chord length, this results in increased surface
complexity.
You can set the Surface Degree to either Linear or Cubic. This sets the lofted surface to
linear or cubic in the U direction.
If Auto Reverse is toggled off, the curves are used as they are which may result in a
twisted surface. If toggled on, the curves are automatically reversed. The default in on.
In the following example, the two top curves and the two bottom curves are going in
different directions.
If Auto Reverse is toggled off, the result is a twisted lofted surface. If toggled on, the
curves are automatically reversed.
If Auto Reverse is toggled off, you can use the Show Manipulator Tool to reverse the
curve direction of the original profile curves as needed. Simply click the manipulator
handle to reverse the curve direction.
Close
The Close option determines whether the created surface is closed in the U direction.
Close is toggled off by default.
If you set the Curve Range to Complete, the lofted surface passes through the entire
curve.
If you select Partial and select the Show Manipulator Tool, curve range manipulators are
displayed on the profile curves. This means you can drag the manipulators to
interactively alter the portion of the curve to use in the loft. The resulting surface only
passes through the selected portions of the profile curves (the subCurves).
You can also enter values in the Numerical Input line while a manipulator handle is
active.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
To change the number of polygons created for the surface when creating polyset data, use
the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab
to display and edit the Tessellation Attributes and the Mesh Component Display.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
If you selected curves to construct the lofted surface, the following is displayed:
The options you set in the options window or the Channel Box are displayed. See the
option descriptions for details.
Input Curves
The Input Curve sections and available options change depending on which method you
used to create the lofted surface. This information is read-only. It gives you access to the
history of the lofted surface you constructed. Click the arrow buttons to select the surface,
isoparms, or curves and open its section of the editor.
Reverse Curve
If you toggle Auto Reverse off, a Reverse Curve toggle box is displayed for each curve,
primitive, or surface isoparm you used to create the lofted surface. Select the Show
Manipulator Tool to also display the reverse manipulators. Click the toggles to reverse
the direction of the input curves, or click the manipulators.
In the following illustration, the first curve used to create the lofted surface is selected for
reversal.
If you set the Curve Range to Partial in the options window when the loft was
created, you have access to the Attribute Editor for the resulting subCurves. See in
for details.
Planar
Use Surfaces\>Planar to create a trim surface from one or more planar curves.
Important
Make sure that the curve you want to use in a planar trimming operation is a closed
curve, a planar curve, or that multiple curves form a closed region. Open the
Outliner window to verify that the curve is closed, planar, or that there is a closed
area when using multiple curves. For more details, see .
Select either Linear (degree 1) or Cubic (degree 3) for the Degree if the output is a
NURBS surface. Cubic is the default.
Set the Curve Range to Complete to create the planar surface along the entire curve.
When you set the Curve Range to Partial you can display manipulators on the planar
surface with the Show Manipulator Tool and edit the resulting planar surface along part
of the input curve. Click the input curve or isoparms's heading in the Channel Box to
display the editable parameters.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
Limitations
Planar surfaces must remain planar. Although the boundary of a planar surface can be
manipulated to change the shape of the surface, the surface must remain planar at all times.
Although a planar surface can include cut-out areas or holes, the curves that define the
holes must be co-planar with the main surface.
Degree
With the right mouse button, place the pointer in the Degree box and select Cubic
or Linear from the pop-up menu. See "Selecting the resulting surface degree" on
page 343 for details.
The following shows a default cubic degree planar surface, and what happens
when you select Linear.
Note
Different degree curves can be mixed together. For example, a polygonal curve
(degree 1) can be used to define the cut-out area or hole within the boundary of a
cubic curve, as long as both curves are co-planar.
Keep Outside
Type on or off in the Keep Outside box to specify whether you want the trimmed
result on the inside or on the outside of the surface.
The following shows the default trimmed surface on the inside (off). This means
that the planar trimmed curve (the isoparm in this case) remains on the inside of
the surface.
When you type on, a planar trimmed surface is created outside of the surface and
a hole is trimmed away from the center.
The Attribute Editor for a planar trimmed surface includes the options you set in the
Channel Box and options window, as well as a local tolerance slider. Change the slider
value to adjust the trimmed surface's tolerance.
Revolving surfaces
Use Surfaces>Revolve to construct a surface by revolving a profile curve about an axis.
Any curve can be revolved: free curves, surface curves (isoparms), curves-on-surface,
and trim boundaries are all valid. The curve can be revolved by either positive or negative
amounts, up to a maximum of 360 degrees.
To revolve a curve to build a surface:
1
Draw a curve in the front view so it is perpendicular (Y) in the perspective view.
This curve serves as the outline of the surface you want to construct. This is called
the profile curve.
While the curve is active, select Surfaces \> Revolve to build the surface.
Tip
By default, all selected curves are revolved 360 degrees about the world Y axis. The
U parameter direction of the surface is determined by the original curve. The V
parameter direction is determined by the direction of the revolve. See for more
information.
Make sure construction history is on before you create a revolved surface if you
want to use the Show Manipulator Tool to edit the resulting surface.
3
When the surface is first created, the revolve history node is active. Click the
Show Manipulator icon to see the revolve manipulators. If you want to edit the
surface later, you have to select the revolve node in the Channel Box or marking
menu (from the Inputs menu) to see the manipulators. You can also edit the
parameters for a completed revolved surface in the Attribute Editor.
Click-drag the handles to change the axis of revolution of the revolved surface
interactively, or enter exact X, Y, and Z positions for the active handle in the Numerical
Input line. You can also enter precise values in the options window, Channel Box, or in
the Attribute Editor.
Tips
If you move the axis endpoints, the axis direction is modified. However, if you move the
axis midpoints, the radius of the revolved surface is modified without affecting the axis
direction.
To snap the axis, start, end, and midpoint to the desired position, use a snap mode. The
snap mode icons are located on the Status Line.
See the Basics book for more information about the Show Manipulator Tool.
The following shows what happens to the revolved surface when you transform the axis
manipulators.
Note
You cannot use snap modes with the sweep manipulators.
If you have trouble selecting the profile curve, open the Hypergraph or the Outliner and
select it from there (Window>Hypergraph or Outliner).
You can also display the connections for the revolved surface in the Hypergraph window.
Select Options>Show>Shape Nodes, click the revolve node (revolve1, for example), then
click the Up and Downstream Connections icon.
If you set the Axis Preset to X, Y, or Z, you cannot change the values in the Axis boxes.
See "Setting a free axis of revolution" on page 356 for more information about the Free
option.
In the following example, a profile curve (drawn in the front view) is revolved using each
revolution axis in the perspective view.
If you set the Axis Preset to Free, you can enter values in the Axis X, Y, or Z boxes to
specify the axes about which the profile curve is revolved. You can also change these
values in the Channel Box or the Attribute Editor. In this example, 1 is the value for X, Y,
and Z in the Channel Box.
If you set Pivot to Object, the revolve is performed from the default pivot location (0,0,
0). This is the default.
If you select Preset, you can change the X, Y, or Z location of the pivot point by entering
values in the Pivot Point boxes. You can also change these values in the Channel Box or
Attribute Editor.
The following shows how a revolved surface is created with the default pivot values and
what happens when you change the default values to 5 in X, Y, and Z in the Channel Box.
The Surface Degree options determine whether the V parameter direction of the surface is
created with linear (degree 1) or cubic (degree 3) geometry.
If you select Linear, the surface is constructed with flat facets all around.
If you select Cubic, the smooth polygonal profiles are defined by the original profile
curve. This is the default.
You can also change these values in the Channel Box or the Attribute Editor. To select a
Degree type from the Channel Box, place the pointer in the Degree box, use the right
mouse button and click-drag to select an option from the pop-up menu.
The Use Tolerance options control the accuracy of the resulting revolved surface. You can
apply tolerance globally or locally.
If you select None you can change the segments value. See "Defining the number of
revolution segments" on page 360 for details.
If you select Local, enter a new value to change the tolerance of the revolved surface.
This lets you create the revolved surface so it is closer to the actual surface of revolution.
Global tolerance means the Positional
Preferences>Modeling are used.
The Segments value determines how many sections are used to create the surface of
revolution. With a sweep of 360 degrees, six or eight sections are usually sufficient. The
following shows the revolve with the default 8 sections.
You can also change the amount of sections in the Attribute Editor or the Channel Box.
The following shows a surface with 20 segments, or sections.
If Use Tolerance is not set to None, the Segments value is automatically computed so that
the result differs from the default revolved surface by less than the specified tolerance
value.
If Local is set as the Use Tolerance option, the tolerance value of the revolved surface is
closer to the actual surface of revolution.
Tip
If animating the sweep angle, change the Segments value instead of the tolerance value to
change the numbers of CVs of the surface.
Select Complete as the Curve Range to create the revolved surface along the entire profile
curve. This is the default.
Select Partial if you only want to use a segment of the curve for the revolve.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
To change the number of polygons created for the surface when creating polyset data, use
the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab
to display and edit the Tessellation Attributes and the Mesh Component Display.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
The options you set in the options window or the Channel Box are displayed. See the
option descriptions, "Setting Revolve options" on page 354 for details.
Input Curve
The Input Curve information is read-only. It gives you access to the history of the curve
you used to create the revolved surface. Click the arrow buttons to select the curve and
open its section of the editor.
In the following, the curves are selected so that the U direction is determined by a
different picking order.
Notes
A 3-sided surface is actually a 4-sided surface with one side that has zero length. If
the end points of two side curves are not exactly matched, then a short straight line
segment will result instead of a zero length line. The zero length side occurs at the
apex of the triangular surface.
The term degenerate surface is often used to describe a surface with a zero edge
length. Although degenerate surfaces are fine for visual purposes, they may not be
compatible with all manufacturing systems.
is the default option setting. When As Selected is the curve order setting, the
order in which you select the curves determines the resulting surface.
In the following, the first surface is created by marquee-selecting the curves while
Automatic is selected. The second surface is created when As Selected is the option
setting and you select the curves in a different order.
The Common End Points options let you decide whether or not the end points should
match before the boundary surface is created.
If you select Optional, the surface is created even if the end points don't match (the ends
of the curves don't match). This is the default.
If you select Required, the boundary surface is only built if the end points of the curves
match exactly. See the following three-sided boundary surface.
To make sure the end points match, remember to select a snap mode from the Status Line
when drawing your curves.
To match the end points after you draw the curves:
1
Click to turn a snap mode on in the Status Line, such as Snap to grids.
2
While in component mode, select the edit point or CV you want to move.
3
Select the Move Tool and drag to snap the edit points or CVs to the same position.
Local tolerance displays the following where you can enter a new
Positional tolerance value you set in Modeling Preferences.
Local
tolerance is useful where you want to change these values often, but don't want to
change the Global tolerance all the time.
Changing the curve point order and tolerance in the Channel Box
You can toggle the curve Order or End Point selection by typing on or off in the boxes
provided in the Channel Box. You can also set the tolerance of the end points by entering
a value. These options are also available in the Attribute Editor.
If you select Complete as the Curve Range, the boundary surface is built along the entire
profile (or input) curve. This is the default.
Note
If Common End Points is set to Required, set the Curve Range to Complete.
If you select Partial, the boundary surface is built along only part of the profile curves.
This also enables you to change the curve range for any of the input curves using the
Show Manipulator Tool, thus changing the boundary surface.
Click the Show Manipulator icon and create the boundary surface.
2
Click one of the subCurve headings in the Channel Box to display the
manipulators and edit the input curves.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
To change the number of polygons created for the surface when creating polyset data, use
the Attribute Editor. The polygonal surface must be selected. Click the nurbsTesselate tab
to display and edit the Tessellation Attributes and the Mesh Component Display.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
Input Curves
The Attribute Editor for a boundary surface lists the read-only information for the input
curves you used to build the surface. Click an arrow button to select an input curve, then
click the tab to open its section of the editor. If Partial is the Curve Range in the options
window when you create the surface, information for the subCurves is also available.
The Order and End Point toggles, as well as the End Point Tolerance slider are included in
the options window and the Channel Box. See the option descriptions on page 368 for
details.
Alternately, you can create the birail surface with the default options and then open the
Attribute Editor to edit the completed surface. See the following for details about the
Attribute Editor for each birail creation method.
To successfully build a birail surface, the input curves have to intersect the rail curves. If
you are building birail surfaces from curves, make sure the profile curves cross the rail
curves before you select the birail tools. Open all views to verify the intersection, or try
using the front view.
2
Follow the prompts at the Help Line. Click the curve you want to use as the
profile curve, then click the two rail curves. The surface is displayed in the
construction history color by default.
3
Press Enter to complete the birail surface.
To change the options after the birail is created, use the Channel Box or the Attribute
Editor. See "Editing the single birail in the Attribute Editor" on page 382 for details.
As the profile curves are swept along the rails, you can scale them proportionally or nonproportionally while preserving the intersection with the two rail curves. Select either
NonProportional or Proportional. NonProportional is the default.
To change the transformation from proportional to non-proportional:
Construct the rail curves in the XZ plane. Construct the profile curve so that the internal
CVs are at some constant Y. By scaling non-proportionally, the internal CVs of the birail
surface also preserve the constant Y as the profile.
1
In the top view, create the two rail curves. Select Display>NURBS
Components>Edit Points to display the edit points on the curves.
2
Click the Snap to points icon on the Status Line, place the first point of the profile
curve, and click Snap to points again to turn snapping off.
3
In the front view, continue to place the points to create the profile curve. Select
the Snap to points icon to snap the last point to the last rail curve (remember to
turn snapping off afterward).
4
Build the birail surface, then while it is active, select a transform mode from the
Channel Box. While the pointer is in the Transform Mode box, click with the right
mouse button to select a Transform Mode from the pop-up menu.
The following example shows what happens to the birail surface when you switch
between the transform modes.
You can use the Edge Blending option, First Edge, only if the profile curve is a surface
curve. If First Edge toggled on, the constructed surface is tangent continuous to the
surface underlying the profile.
Since only one profile curve is necessary when building a single birail surface, First Edge
is the only available Profile Curves rebuild option.
Rail Curves
For Rail Curves, the First Edge option refers to the first input rail curve you select when
you build the surface. The Second Edge option refers to the second, or last, curve you
select.
To display rebuild options and edit the profile and rail curves:
If you toggle one of the Rebuild Options on, rebuild nodes are inserted between the
profile curve or rail curves and the birail surface creation node. This means the profile
curve or rail curves can be selected from the Channel Box and rebuilt using the
parameters and options provided in the Channel Box or in the Attribute Editor.
The following shows the Channel Box and Attribute Editor for a profile curve when
rebuild is toggled on.
See for details about the options provided in this Attribute Editor.
Select either Nurbs or Polygons for the output geometry type. NURBS surfaces are
created by default. See for more information on the Polygons options.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
Transform Mode
The Transform Mode options are included in the options window and the Channel Box.
Input Profile /Input Rails
The Input Profile, and Input Rail 1 and Rail 2 information is read-only. It gives you access
to the input curves you used to build the birail surface. Click the arrow buttons to select
the curves if you want to edit them.
Tangent Continuity Profile
The Tangent Continuity Profile toggle lets you turn tangent continuity on or off for the
input profile curve. You can use this to make the resulting surface tangent continuous to
the surface underlying the profile curve. You can also toggle this option on or off in the
Channel Box in the Tangent Continuity Profile box.
Note
For this toggle to take effect, the profile curve must be a curve-on-surface.
2
Follow the prompts at the Help Line. Click the curves you want to use as the
profile curves, then click the curves you want to use as the rail curves. The surface
is displayed in the construction history color by default.
3
Press Enter to construct the double profile birail surface.
To change the options after the birail is created, use the Channel Box or the Attribute
Editor. See "Editing the double birail in the Attribute Editor" on page 386 for details.
Most of these options are included in the Birail 1 Tool options window. See "Setting
Birail 1 Tool options" on page 378 for details.
Since you need two profile curves to create a double profile birail surface, an extra Edge
Blending toggle (Second Edge) and profile curve Rebuild Option toggle (Last Edge) is
included in this options window.
Surface Blend is
the only option that is not included in the Birail 1 Tool options window.
The Surface Blend factor value lets you alter the degree of influence the profile curves
have on the intermediate profiles of the created surface. For example, a value of 1.0
means the first selected profile curve has a greater influence than the second profile
curve. By default, both selected profiles have an equal influence value of 0.5.
You can also change the Surface Blend value in the Channel Box. While the birail surface
is active, click the heading to display the parameters and enter a new value in the Blend
Factor box.
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
The Transform Mode and Blend Factor options are included in the options window and the
Channel Box. See "Controlling the resulting transformation" on page 378 for details
about Transform Mode, and "Defining the surface blend" on page 386 about Blend Factor.
Input Profile / Input Rail
Because you use four curves to create a double-profile birail surface, the Input Profile and
Input Rail information boxes list all of the curves you used as profile and rail curves. This
gives you access to the input curves you used to build the birail surface. Click the arrow
buttons to select the curves if you want to edit them.
Tangent Continuity Profile
The Tangent Continuity Profile toggles let you turn continuity on or off for the input
profile curves. Using this toggle, you can build a tangent continuous surface with the
surfaces underlying the profile curves. You can also toggle this option in the Channel Box
by typing on or off in the Tangent Continuity Profile boxes.
The Tangent Continuity Profile toggles are only valid provided the profile curve is a
surface curve (isoparm, trimmed edge, curve-on-surface).
To change the options after the birail is created, use the Channel Box or the Attribute
Editor. See "Editing the multi birail surface in the Attribute Editor" on page 391 for
details.
Most of these options are included in the Birail 1 Tool options window. See "Setting
Birail 1 Tool options" on page 378 for details.
Since you need two profile curves to create a multi profile birail surface, an extra Edge
Blending toggle (Second Edge) and profile curve Rebuild Option toggle (Last Edge) is
included in this options window.
To edit the completed multi profile birail surface, use the Attribute Editor. To open the
Attribute Editor, either:
Click the option box ( ) in the Object pop-up menu in the Channel Box.
Click the option box ( ) in the History list menu on the Status Line.
Click the option box ( ) in the Inputs pop-up menu in the marking menu.
Select Window>Attribute Editor.
Because you use multiple curves to create a multi-profile birail surface, the Input Profile
and Input Rail information boxes list all of the curves you used as profile and rail curves.
This gives you access to these input curves you used to build the birail surface. Click the
arrow buttons to select the curves if you want to edit them.
Tangent Continuity Profile
The Tangent Continuity Profile toggles let you turn continuity on or off across the first to
last profile curve.
Note
For this toggle to take effect, the profile curves must be curves-on-surface.
You can also toggle this option in the Channel Box by typing on or off in the Tangent
Continuity Profile boxes.
You can also select a different Transform Mode (Proportional or Non proportional) in the
Channel Box.
While the birail surface is active, select a transform mode from the Channel Box. While
the pointer is in the Transform Mode box, click with the right mouse button to select a
Transform Mode from the pop-up menu.
See "Controlling the resulting transformation" on page 378 for details.