A little Tutorial in how to use a workaround,
to be able to use a Nurbs Curve´s Min/Max Sliders to update it´s
Mesh !
( And a couple of examples of its uses in different parts... )

Part 1: Creation of the Basic Template Tube
Part 2: Reconnect to your own 'Path Curve'
Part 3: Using an own 'Profile Curve'
Part 4: Mapping
a 'Tube Tool' ´s Construction Spheres to an own Min/Max working Path Curve,
via a copy of "Lattice" Curve
Part 5: A
Copy of "Template"´s mesh + a Copy of it´s "Lattice"
Curve + a 'Curve Manager' = Cool Curve Handling
Part 6:
Rotational Mesh using Min/Max
Part 7: Applying workflow to X-Section
made meshes
Part 8:
Turn a bunch of X-Sectioned in a straight line"Glass Profiles" into
a "Glass Mesh" in a fun way
End Part:
Some Afterthoughts
Credits and Final Words
Part 1: Creation of
the Basic Template Tube
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- Take a 'Front View',
('Front View' and reset 'View Window', for a good startpoint, can be done
in one simple way, Click in 'View Window' and Press 'Home Key')
- In the 'Property Window' Click on the 'Grids Tab', Drag n Drop Any of the
grids into the 'View Window' (I used 0.1 m)
Click Right Mouse Button (RMB), in the 'View Window', and go down to 'Input
Plane' in the PopUp Menu and see to it that both 'Grid Snap'
and 'Grid Draw' has a mark before them, If not, just Click Left Mouse Button
(LMB) on them ! ( Use Same Grid from start to finish )
- Create a Nurbs Circle in Middle of View

- Switch to 'Top View'
- Now create to a tube, make sure the 'Nurbs Circle' is selected.
Create a Nurbs Curve using 10 evenly spaced points using the Grid and set
PEN --> Sweep. (Point 1, in middle of Nurbs Circle)


- When finished, accept the tool. The Select window now shows the new created
mesh, with a + sign in front of it.
- Click on the + sign in the 'Select Window'. The 'Select Window' now shows
the hierarchy of your mesh. It containins two 'Construction Curves':
the original circle and the path curve to create the tube.
Select the second (lower) one of the
two 'Construction Curves' inside your mesh: (this
is the path curve).
- Press 'Ctrl + c Keys' to make a copy of that selected
curve and after that use 'Ctrl + v Keys' to paste
the copy back into the hierarchy. This to get a copy of the Path Curve,
to use as an Lattice later on. Notice that the curve is
pasted back in the hierarchy at the same level as the mesh.

- Select Mesh + the newly copied curve, and
press 'd Key' to drop
them to a new 'Level'.
- DoubleClick Slowly the new 'Level' and rename it as "Template",
Click its +, Also rename
the newly copied curve
to "Lattice". Rename can also be done using the
PopUp Menu which you get by Clicking your Right Mouse Button (RMB).
- Select Both 'Construction Curves' inside the Mesh + "Lattice"
Curve ( in this order! )

- Use 'Map Tool' which is located in the 'Lattice
Mapping Tab' of the Toolbar. Set the Mapping
Mode --> Pointwise. Weight
can remain at value 1,00. Click Accept.

( This lets you now to control
the Tube Mesh in a number of ways, like using the
"Lattice" curve's Min/Max sliders in its Property window
-> 'Spec Tab'. )
-
In the Select window DoubleClick
on "Lattice" to open
its 'Property Window', Click 'Spec Tab'
and d
rag
the Min/Max Slider
s and see the
how
Tube Mesh
smoothly follow
s
!

(After testing Min/Max reset it to Min = 0, Max =
1. Now we have a working template
Min/Max Level that we can use to create
many types of Tubes )
Part
2: Reconnect to your own 'Path Curve'
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- Now duplicate the "Template"
Level (press Ctrl + d Keys) and rename the new
copy as "Tube"
- Now select the "Template" Level and
hide it temporarily by setting the RT
and WF (Click the relevant icons in the control
bar). Another way to do this is to open the Property window
(via double click on the name in the Select window) and go to the 'Gen
Tab'. There check the 'Invisible in real time rendering' and the 'Invisible
in photo realistic rendering' boxes.
- Select "Tube" Level, and Press 'Tab Key' to
make the "Tube" the 'Current
Level'. You can check this because an orange
arrow shows up to the
left of "Tube" Level in the Select window. So
the next curve we will
create will end up into "Tube" Level!
- Create a new Nurbs Curve, in
any shape that you want to, and rename it as "New Path"
(You can create whatever curve you like, and where
ever you want in RS3D universe = ) )
(For the best results keep points evenly spread.)
(Also make sure that the 2nd 'Construction Curve', in this case "nurbs40",
has at least as many points as your new curve, in
this case "New Path", before you map it)
(You can check out the Point Count, in the 'Property Window'´s 'Spec
Tab')


- Now select both 'Construction
Curves' inside the Mesh + "New Path" ( Press SHIFT to MultiSelect
). It is important that
"New Path" is selected last
!
In the 'Lattice Mapping' tab
select the 'Reconnect Tool' and
click Accept. This maps the selected construction curves to the New Path curve.Now
you can use "New Path"´s Min/Max or edit it in any
way.
Note: that at this stage,
you can if you like, put many
different "Path" curves into a "Paths"
Level inside "Tube" Level to have fast
and easy access to many predefined
Path Curves, and use this Reconnect as described above.
Have a look at the following images: down to right,
it has been Reconnected to "20 Points Path".
This curve has at least as many
knot points as "nurbs40"´s. In this
case 20 ( check this in
the Property Windows at the 'Spec Tab' )
You can experiment with different point count for special purposes and styles
and/or change both Construction Curvesīs with Elev n Reduce tools, to get
smoother or poly lookin mesh, as (Below and Right).
If you use 'IK Tool' that shows up in 'Control Bar', When you have a Nurbs
Curve selected in 'Edit Mode', you can move and deform curve, and it keeps
same distance between its points !
(Start that, by doing a evenly spread 'Nurbs Curve' with help of the Grids,
make as many points as needed, then just Select one end point, and Apply 'IK
Tool', and move away.. =) )





Part
3: Using an own 'Profile Curve'
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- Now if not already, select Root Level, and set
it to 'Current Level' by pressing the
'Tab Key'
- Select "Tube" Level and set it to 'RT and WF invisible', and click
on its "-"sign
in the Select window to close that level
- Select "Template" Level, and duplicate it
(Ctrl + d Keys), rename the copy to "New Profile"
- Reset "New Profile"´s RT and WF so we can see it
and (if not yet open) open its structure up by click
its "+" sign in the
'Select Window'
- Take a 'Front View' and Select and Drag n Drop
"New Profile" Level into the 'View Window'.
This makes the view window zoom into the object
you just dropped onto it. Now you see the Circle Profile



- Click the NURBS tab in
the Toolbar, start the "Curve Tool'. Set
it´s 'Closed' option, and make the pointy
looking Profile like the one showed (Up and Right)
The closed curve in the above image contains
18 points. To make it look pointy, put the points 1,3,5,7,9,11,13,15,17
at the location of the red dot
in the image above. Place the other points at the blue
dots.
When you placed last point 18, Accept the
'Curve Tool'. Rename this closed
curve to "Pointy Profile"
- Now move the "Pointy Profile" curve into the hierarchy of the
Mesh level as it is going to replace the current 'Profile Curve' (In my case
"nurbs38"). To do this, just 'Drag and Drop' the Selected "Pointy
Profile" and release Left Mouse Button
(LMB) when hovering and showing an UpArrow over
"nurbs38" Curve. After that you
can delete "nurbs38" and the newly inserted
curve takes its place!. Now the Mesh
uses the new Profile, but is not yet ready for Min/Max Editing.
Note: that you can also
make a "Profile" Level to keep ready made Profile curves, and simply
Hold Down 'Ctrl Key', 'Drag and Drop' one of them, as explained above
(This makes a copy, and keeping your "Profile" Level untouched !)



- Select "Pointy Profile" + "Lattice", and from the 'Lattice
Mapping Tab' select the 'Map Tool'. Set the 'Mapping Mode' --> Pointwise
as shown in image above in the middle.
Now this New Profile works with any other Min/Max controlled Path Curve. Use
previous explained method. Select both 'Construction Curves' + 'Wanted Path'
then use 'Reconnect Tool' !
Image (Up and to the Right): I made a copy of wanted New Path, and made that
renderable. To make a curve visible in rendering, open the properties window
-> Gen tab. Then uncheck the 'Invisible in photo realistic
rendering' box. To set the illumination color of the curve, go to the
Col tab and change the surface properties attribute from 'Color' to 'Illumination'.
Next set its Illumination color to Green.
Part
4: Mapping a 'Tube Tool' ´s Construction Spheres to an own Min/Max
working Path Curve, via a copy of "Lattice" Curve
To
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- Make a copy of the "Lattice" Curve from the original "Template"
Level !, and place it in the "root" Level, in the End of the list.
(It will come there automatically, if "root" is 'Current' Level
and you use 'Ctrl + c' and then 'Ctrl + v' for the copy and paste)
- In 'Top View' Drag n Drop the copied "Lattice" curve into the
'View Window' so we see it...
Create an Analytic Sphere, with its center at "Lattice"´s
first point. With the Sphere selected, turn macro recording ON,
('Ctrl + m' or in Menu )
Then duplicate sphere, 'Ctrl + d'. Next move (use 'm Key') this copied Sphere
1 grid to Lattice´s 2nd point, Now turn Macro recording OFF,
by pressing 'Ctrl + m' again. Execute it 8 times , 'Ctrl + g', if you want,
use it from Menu instead... or from 'Named Macro Tab' type in 8 and press
'Apply'



- Create a new 'Level', right mouse button (RMB) in the 'Select Window' and
choose 'New/Level'. Rename this new level to "Tube Tool" )
- Create a new 'Tube Tool' Level, RMB as above, Choose 'New/Tube' !
- Drag n Drop newly created 'Tube Tool' Level into "Tube Tool" Level
!
- Now Select ALL 10 Spheres, and Drag n Drop them into "tube1"
( it Shall now look something like Below... )


- Select the 10 Spheres again + "Lattice" ( in this order ), Then
use 'Map Tool' again, only this time use 'Mapping Mode' --> Object
Now you can Reconnect these spheres to any wanted new
Curve, and use its Min/Max settings and animate it in whatever way. The Tube
will follow smoothly and look cool, you can expand on this with alot, animating
whatever these spheres are Reconnected to.
Part
5: A Copy of "Template"´s mesh + a Copy of it´s
"Lattice" Curve + a 'Curve Manager' = Cool Curve Handling
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(You can use a copy of the templates mesh, and turn
that into curves and map those curves to copy of its "Lattice" curve)
(If you like you can then mix an animation of rendered curves appear, and
go into a Mesh.... )
- Make a copy of the "Template" Level, reset its RT and WF, so you
can see it, and Set RT/WF, to hide some others not needed objects.
- Select "Template" Level and make it 'Current' ( 'Tab key' ), Open
it up in the 'Select Window' , select the "mesh23" and use the 'Curve
Tool' from the 'NURBS Tool Tab'.

- Now as you see below, a 'Curve Manager' and its curves are created, with
"mesh23" as base
The Mesh is controlled by its 'Construction Curves', and those are mapped
to "Lattice"
So now everything can be controlled by the "Lattice" curve !!!
Note: You can now use like
previously mentioned, the Reconnect tool to reconnect 'Construction Curves'
"nurbs38" "nurbs40" to any desired curve !
The 'Curve Manager'´s curves will follow nicely.. You can even Edit
the 'Curve Manager' to set it to any number of curves and points/curve !
Just now animate it with "Lattice"´s Min/Max slider ( or another
Curve that you have Reconnected to.. of your own choice.. ! )

Note: Sometimes using the
'Curve Manager' this way, it might need a refresh of the animation system,
(it updates when playing the anim or moving Frameslider)
The Created Curves are set to render as default !
When edited or animated, the 'Curve Manager' "Makes" new curves
!, so you should Not set their
colors in their own 'Color Tab'
Instead, drop a material inside the "Template" level, or set the
'Color/Illumination' in "Template"´s 'Color Tab' !
- A little example: Curves Mapped to an own Path, and a Mesh to another,
and the first Path´s Min Slider is animated 0 to 1
and the other one´s Max Slider 0 to 1 so they follow...One
goes away and the other seems to be created..


Note: One thing I didnt
have strenght to fix after I already done the animation is that you can see
the Tube is altered ( its shape is changed )
But if you follow my guidelines in previous parts of this Tutorial and just
adjust point count, even spread your point and/or use Elevate Tool it should
be alot better !
Remember though .. this is only a workaround.. so in some parts its not perfect..
and some projects.. its not maybe usable
But its cool for many stuff anyway.. and who needs to have EXACT results everytime..
if not a must in a WORK that is sold..
Part
6: Rotational Mesh using Min/Max
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- Take a 'Front View'
- Create a 2 point 'Nurbs Curve', rename it as "Axis", and have
"Axis" Curve selected, When Creating a 5 point 'Profile Curve' (PEN
set to 'Rotate')
Place the first of the 5 points at "Axis" Lowest Point, after Accepting
the Tool, Rename it to "Profile" (Below and Left)
A flat mesh renamed to "Rotational Mesh" is created ( Seen Below
and Right )

- Make a copy of "Profile", Rename it as "Lattice" and
Map as in previous parts of tutorial, "Profile" to "Lattice"
as seen selected (Up and Right)
- Create an own Glass/Vase/Cup 'Profile Curve' and Reconnect the "Profile"
to "Glass Profile"
(As usual, Dont forget to adjust the Point Count on the 'Construction Curve'
"Profile", that is inside the Mesh, before
Reconnect.)


Part 7: Applying workflow
to X-Section made meshes
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- You can Map the 'Construction Curves' of a X-Section made tube, to a simple
'Lattice' curve ( 2 points )
Then just use the 'Reconnect Tool' as on the other examples....to Reconnect
to other 'Path Curves' !
For easy to edit the 'Construction Curves', Reconnect them back to the simple
straight 'Lattice' Curve, Edit them, and Reconnect to Previous Curve...
Note: Here its important
to make sure you have enough 'Construction Curves' to match the 'Path Curve'
you 'Reconnect' to !
( Longer and more "Snaky wriggling" 'Path Curve' = More 'Construction
Curves' Needed ! )
For an intresting Rope like mesh, Create an 8 shaped 'Construction Curve',
then record a Macro, that Duplicates, Move 1 grid and Rotates(36 degrees)
Then run this macro 9 times, to get lap..
Part
8: Turn a bunch of X-Sectioned in a straight
line"Glass Profiles" into a "Glass Mesh" in a fun way
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- In 'Front View' create a 'Glass Profile' (Below and Left), In 'Top View'
make 7 copies (8 in total) using Macro or other way (Below Middle)
Note: (I just made grid
invisible for better showing the Copied curves for middle image)
If not reset, you can reuse the Macro created in 'Tube Tool' Part....! ( Try
'Ctrl + g')
Select all of the 8 curves, and use the 'X-Sect Tool' in the 'Control Bar'
Set the 'Order --> Cubic', (Below and Right show the Mesh)
Rename the Mesh as "Glass Mesh"
- In 'Top View', Create a 2 point Nurbs Curve and rename it as "Lattice",
and Map the 8 'Construction Curves' of the "Glass Mesh" to "Lattice"
- Still in 'Top View', Create a Nurbs Cirle , with (radius=1 Grid), Rename
it as "Glass Path", 'Reconnect' the 8 'Construction Curves' of "Glass
Mesh" to "Glass Path" (Below and Left)
Note: (I have put the small
"Glass Path" in 'Edit Mode', just to make it more visible !)
You will most certainly get the Mesh now look like something weird as (Below
and Right) =) ( Dont worry we will make it right again.. I hope.. =)

- Select all 8 'Construction Curves' and open the 'Property Window', Click
'Gen Tab', go down to 'Lattice Space' part of that Tab
and put 90 into the 'Rotation'´s Second 'Input Field' (Below and Left),
Now you can see an almost good "Glass Mesh" (Below and Right)
It needs alitte bit of fixing more =)
Note: 'Rotation'´s
1 and 3rd 'Input Field' changes by RS3D itself, but dont worry about that
!
If Glass is upside down, just Select "Glass Path" and Rotate it
(Use 'SHIFT Key' and Rotation Handles to fix it)
- Note: See to that you
have the 'Numeric Window' Open in RS, IF opened, it should be visible in lower
edge of RS3D
IF NOT --> Go to 3rd Menu called 'View' and Click (LMB) on 'NumericWindow'
Take a 'Top View', Select "Glass Path" (Below and Left), (Be
in 'Object Mode' and NOT 'Edit Mode' as I am
Below just for more visibility reasons)
Start 'Scale Tool' ('s Key') and Click 1. in Middle of "Glass Path"
and Click Second time at 2.(Second Below)
After Click at 2. Press 'n Key', Enter something similar small values as I
have (3rd Below), Now "Glass Mesh" looks more like expected (Below
and Right)
- Now you can animate the Min/Max of "Glass Path"
Note: "Glass Mesh"
Renders abit odd, it might be due to that it is an 'Open' mesh..or something
else =) or bug or just me doing something wrong again =)
It dont show much if using materials.. ( maybe use a camouflage material to
cover it up hehe =) (If you guys know, plz enlighten me hehe
This type of mesh seem to have some problems when Min/Max are at their outer
limits... close to 0 and close to 1.
So you might need to test some NON 0 or 1 values for Min/Max for this one,
since it seems to Render some even if set to exactly 0 or some other)
Lets say you want to animate Max from 0-1, you might need to set it to, 0.0002-0.9999,
or so instead, you have to test this, if needed !
End Part:
Some Afterthoughts
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-
So most can be 'Worked Around', one just need to try
to understand some of how things are connected, and after that Create the
right 'Lattices' and so on...
It sometimes dont give expected/wanted results, but hehe.. some can be fun
anyway so Test and use this workflow on whatever you can think of =)
It actually can be used as a Modeling Tool.. or Shape inventor, just animate
the Min/Max of the Curve(s) you Reconnected to, and you can find a shape
in one or so of the Animation Frames due to the Morph that you like and
are cool.... !!! ( Then Copy the Mesh and Save it off to Harddrive ! )
You can for example get Crazy shapes if mapping Both 'Construction Curves'
of a 'Rotational Mesh' to the same Lattice and then to a Wanted Glass Vase
'Profile Curve'
Then animate your new Glass 'Profile Curve'´s Min/Max, and you will
see some hard to imagine shapes the Glass Mesh will take.. =)
You can also add on other objects and/or lights ( Map them to already mapped
stuff.. ) and combine several copies of same and animated them differently
for cool effects.
A discovery I made during this fiddling with this tutorial, was that Nurbs
Curves has a bug, over a certain 'Point Count' ( it is different on different
types of curves )
To keep it simple, the lowest bug trigged 'Point Count' I found was 47-48
( 0-47 = OK ) ( 48- UP = NOT OK ) (This is for a Open Cubic Nurbs Curve)
The bug, or what it is.. =) are visible when Editing a Curve with 48 or
more points, certain ways.. Mostly when using Min/Max Slider, then curves
can really get messed up badly !
hehe I had been happy if I found this out many moons ago =) when I Did my
old "Pencil Animation" ( someone might remember this pencil flying
through space... its now dusty hehe )
I had in mind also for that one to add some curves created by the 'Font
Tool', to have the pencil follow it and "Paint" ! =), but this
bug screwed up the curves.(yeah many of them use 100+ points)
Now I can use them, I just set those font curves that has 48 or more points
to 47 =) ( it mostly dont change their shape that much or at all hehe )
Note: Some Fonts produce
lower degree curves that dont seem to update the curve, but that is only
in Edit, it shows up normally When Rendered ! so its ok
Some other Fonts produce curves that still mess up with Min/Max, for them
try select them and use the 'Curve Tool' in the 'Nurbs Tab', set it as (Below
and Left)
Even at this lowest setting, it produce 4 curves for each, but just delete
the 3 not needed copies of each Letter... =) (Set all having 48 or more
to 47 points, if needed)
Now delete the 'Curve Manager', If you dont, and modify it, then your curve
changes gets lost (Due to that 'Curve Manager' CREATES new curves when modified)
This discovery might help some of you guys out, I hope !
(Below and Left a Closed 47 Points Cubic Curve Rendered, Below and Middle
with Max Slider set to 0.6, Below and Right, Same as middle but with 48
Points =) )
Note: A Late finding/bug,
RS dont seem to always update a mapped objects placement as it should, when
animating the Min/Max, (It needs 2 times in same frame to update)
This make it look like the Curve is one frame ahead, and the object is placed
one frame behind... =) (Anyone with ideas about this if its fixable, plz
let me know)
(That explains some of my headache I have had with
odd renderings, when not knowing whats been wrong hehe...)
Credits
and Final words:
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- Many thanks goes to Robert den Broeder, for his invaluable input,
testing and comments !
and also to Frank "The Rookie" Dodd, for him always being an inspiration...to
me and the list...
Of course goes my thoughts also to Vesa and Juha and all of
the RS Team for their Great efforts making the, in many parts, Lovely Realsoft3D
possible !!!
- Hope this tutorial can help someone to get something useful out of
it and put it into own useful projects
Experiment and test these workflows I have somewhat explained, and try to
come up with own improvements !
I am sure there are many other ways doing stuff like this, and some might
be better then the ones I have showed in here..
Good luck with this tutorial, other RS3D stuff and life in general !
Have Fun !
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
PS.
Please feel free to comment, come with suggestions or just ask if something
is unclear
Send it to quakedude@mail.bip.net