WEBVTT

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Hello and welcome to this Animation Master tutorial about how

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to start up with Animation Master.

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I will cover for example, a little bit of interface

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changing.

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I will cover a little bit of spline and patch

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modeling and how to start with that and what to

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do and what not to do.

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And I will show you a little bit about.

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Yeah, I think I will model a little spoon or

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something like that.

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Okay, so let’s start up.

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The first time you open up Animation Master, it will

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look like that.

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And I will change the interface for the proposed to

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model instead of animate.

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And for that I will, for example, close the tooltip

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here.

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The tip of the day, I will close the community

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window, the property info window.

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I will close the geography window, which is open here.

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And I will close the libraries.

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And all of these windows can be re accessed by

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going to one of these few properties here.

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And for instance, I will activate the project workspace here.

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And after activating the project workspace, I am done with

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opening a fuse.

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But what I want to do is I will open

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another toolbar here.

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I will go to one of the empty spaces in

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my toolbar sections and I will go to view and

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activate Views and I will activate the Draw toolbar.

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These two toolbars can be put anywhere.

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I will put them here because there’s just the space

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for that.

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And yeah, that’s it, more or less.

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One thing I will do is also to use the

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tools options.

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And what I will do is I will activate show

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advanced properties, show property triangles and I will open mp.

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You don’t have to know what that is all about.

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All you have to know is that you have now

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the possibility to click on this little arrow here and

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that you will get all the properties for the object

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that is given at the point above that.

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And like that, you can access all of that in

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the project workspace.

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And there is another possibility to access the properties, which

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is a view properties panel at this point.

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But what I don’t like about that is that I

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just lose a little bit of screen space here.

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And I like my screen space to to be used

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for modeling or whatever I’m doing at the time there.

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Okay, so close down that.

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Another advantage over using the properties window is that you

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can for example, compare two properties of two objects here.

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And that’s not possible with a property window.

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2 There is of course a reason why there is

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a property window and the reason will be there if

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you are using expressions with Animation Master.

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But that’s something that is really far, far in the

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future.

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And I Don’t think that we will cover that in

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the nearer future here because it’s just a more advanced

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technique.

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Okay, so let’s start.

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All I want to do is I want to create

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a new object.

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And for that I go to this objects folder here.

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Right click on it.

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Go to New model.

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Okay, so I got my first modeling window open here.

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And what you can see is that Animation Master is

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using a one window approach here.

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You can of course go and create, for example, more

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windows to use Animation Master with, for example, a four

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window approach.

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I will just show you how to do that.

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Go to window, new window, and you just repeat that

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four times.

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You can see that there is a number here which

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indicates how many windows there are.

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And now I go to window and use vertical or

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horizontally tile.

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This, which you use isn’t important if you have four

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windows.

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Because of that, I’m just using one of them.

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And as you can see, we have four windows now.

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And if you want to set them up, you can

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use this toolbar down here.

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And this toolbar will help you to set different views

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in the different windows here.

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So let’s say we want this view to be the

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top view.

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So we use the top view at this point, and

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this is top.

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Now let’s say we want this one to be the

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left view, for example, and this one to be the

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top.

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Let’s use front view.

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That’s better.

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And often it is in other programs like that that

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you have a bird’s view here.

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And because of that, we will do that here too.

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Okay.

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This would be the possibility to use several windows, actually

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as many as you want.

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You can even create more windows now and use them

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altogether, like this for example.

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But I don’t like it that way.

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And because of that, I will just close down all

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of these windows and I will use the one window

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approach here.

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Okay, so let’s start with drawing a simple spline.

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A simple spline can be drawn by just clicking on

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this icon here, which is the Add mode.

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You can access the Add mode by clicking or pressing

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the A key on your keyboard too.

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I will do that in this tutorial.

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And I will just draw a line now.

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And the line is a spline in Animation Master.

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Because of that, I just have to click once and

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I just move around my mouse and click again in

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another position.

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Okay, and as you can see, we have now a

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little spline here.

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A spline is a curve which is always rounded.

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And a spline has another thing about it.

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It doesn’t render.

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So a spline is not a geometry object at this

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point.

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The object that can be created with splines is a

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patch, and the patch will be rendered.

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So there are different patch types and I will show

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you a few of them and what to do with

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them.

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Okay, so to create a patch, for example, you have

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to create a few more splines and connect them with

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each other.

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For that I will just use the A key now

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and I will create another spline looking like that, for

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example.

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And now I will just connect them.

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And this is the perfect patch or the best patch

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you can create, because it contains of four different splines

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here, which will create a nice little patch in the

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middle.

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Okay, so to see something, I will go to the

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shaded view and I will increase the subdivision level.

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Don’t confuse this with a subdivision level in any Polygon

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model or in a subdivision surface model, because this is

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only a real time thing going on here.

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Because if I’m rendering this, it always will be rounded.

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And it’s not like you can manipulate the real curve

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with this setting here.

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It’s only for real time views.

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Okay, so as you can see, we have a patch

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now.

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And to see something a little bit better, I will

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switch again the viewport or the view mode to shaded

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wireframe by clicking on this button here.

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And like that, we can see the splines and the

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patches we create here.

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Okay, so you see, we have our first patch.

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It’s a very valid patch, and it’s the patch you

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should aim for.

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And I will just create another patch by adding another

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spline here.

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And you may have noticed that I am not just

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clicking like that and clicking again and trying to connect

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it that way.

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That is because if I would click on this point

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for now, Animation Master would assume that I want to

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extend the spline and create a nice continued spline here.

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But that’s not what I want to do.

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I want to create a nice little patch and for

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that I need another spline line here.

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Okay? And to get that going, I’m just clicking on

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my cp, which is created differently in a different spline

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here.

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I click on that drag and drop it around and

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bring it near another CP point.

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And if I’m there, I’m holding the left mouse key

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and clicking the right mouse key at the same time.

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And like that, it’s connected now and I can, for

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example, move it around and it stays connected.

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And the same thing I will do at this point.

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And if I now connect this, I will create another

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four point patch at this point.

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Okay, so let’s Create just another line here.

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And I will try to cover something that is.

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It’s very often asked.

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It’s one of the more interesting things and one of

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the things that is not common in the Polygon world,

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for example, and that is how to connect.

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How to connect a round shape to, for example a

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surface.

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This is for example, necessary if you want to create

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a character and you want to attach an arm to

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his body or something like that, or for example, a

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leg to his body.

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And because of that, I will create a certain structure

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here to show you what I’m doing here.

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And while I’m doing that, I will show you how

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to extrude in Animation Master.

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Extrusion in Animation Master is a little bit different from

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most Polygon models or Polygon Modeler because extrusion is not

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based on a surface as for example, in Polygon modelers

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you are extruding Polygon in that way, but you are

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extruding cps or better to say splines here in Animation

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Master World.

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And for that I will just go to the front

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view again.

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I can switch the front view and stuff like that

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by using my keypad and going like that to the

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different.

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To the different viewports.

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Or you can see this at this point in which

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viewport I am in.

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Okay, so one of the little tricks here, I will.

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To align these CP’s, I will just scale them down.

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For example, in this case, I need to scale it

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to the null at this point and I will use

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this one and scale it again too.

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This is of course not the usual way you would

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create a grid or something.

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It would be quite hard to do that.

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But there is a grid wizard that can do that.

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We will cover that in a later tutorial or maybe

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you just have a look at the right menu.

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Going to Plugins wizard and using the Grid wizard at

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this point.

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But it’s not necessary for now.

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Okay.

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And so I’m extruding, for example, this part, for extruding

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you have this little button.

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It will be available after you selected a spline.

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And if you do that, you create a new here,

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a new part here.

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And I will do that again.

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And now we have the basic structure to create a

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nice little transition between round shape and more or less

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square shape here.

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And to show you something more, because I see that

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it’s hard to see where I’m putting my SCPs here.

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And that’s the piece.

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I will use another appearance here because you can customize

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your interface.

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And for that I go to Tools Customize.

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I will Go to appearance.

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And now I have several different, several different presets.

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And one of my own presets is this professional 1,

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2, 3 thingy.

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And I will use a professional one.

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I think I will provide that in the forums for

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you.

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And as you can see, we can see a little

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bit better now what is going on here.

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Okay? And for now, this is our structure.

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And I will tell you what you need to connect,

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for example, an arm to a body or something like

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that.

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And what you need is more or less this part

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of our model at this point.

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And for that you can connect something to that, because

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all the splines here are already taken or already in

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the way they should be, because a spline cannot be

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run or CP cannot be run through by more than

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two splines.

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Otherwise you will receive at least a very hard edge

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or maybe even some kind of other wiredness.

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And because of that I will just use.

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I’m just scaling that down.

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Okay, I will just use this part here.

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And what we will use is a five pointer, because

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patches can not only be created from four pointers, four

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points here, but also from three points and from five

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points.

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And the best thing to use is a four point

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patch, of course, but in some situations it’s very common

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and very easily and very well suited to use five

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points, for example.

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And one of the situations is this one.

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Okay, so to create a small little round surface, I

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will just create a lace object.

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A lathe object is an object that is created by

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a basic spline which is rotated around an axis.

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And this axis will be the middle of our rotation

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object.

00:16:06.483 --> 00:16:10.067
And as you can see, this will be our shape

00:16:10.131 --> 00:16:12.255
to define the rotation object.

00:16:13.005 --> 00:16:14.669
This would be the button for that.

00:16:14.797 --> 00:16:19.229
And one thing you may want to know about Animation

00:16:19.277 --> 00:16:22.373
Master is that you can always hit the control key

00:16:22.429 --> 00:16:24.061
and click on one of the buttons.

00:16:24.173 --> 00:16:26.813
If there are options available for that button.

00:16:26.909 --> 00:16:31.389
You can set them after that because it will open

00:16:31.437 --> 00:16:36.301
up a setting box and show you what sections or

00:16:36.333 --> 00:16:39.535
what possibilities there are.

00:16:39.655 --> 00:16:43.007
And for now I will just go with a lace

00:16:43.071 --> 00:16:46.835
cross section value of 4 instead of 8.

00:16:48.695 --> 00:16:51.615
You can of course do the same thing with an

00:16:51.695 --> 00:16:56.023
8 point or 12 point or something like that cross

00:16:56.079 --> 00:16:59.055
section for a spline ring.

00:16:59.175 --> 00:17:01.263
But for now I will leave it like that.

00:17:01.319 --> 00:17:04.175
And if I now just click one of the buttons

00:17:04.215 --> 00:17:10.303
here and click on lace, it will create a nice

00:17:10.359 --> 00:17:17.767
little shape here which is an object, and it is

00:17:17.791 --> 00:17:22.655
more or less something that could be used to attach

00:17:22.695 --> 00:17:24.407
it, for example, to this part.

00:17:24.551 --> 00:17:29.479
And for that I will just move this now so

00:17:29.527 --> 00:17:32.511
just select it, grab it and move it wherever you

00:17:32.543 --> 00:17:32.975
want.

00:17:33.095 --> 00:17:35.519
I go to one of the other views, which is

00:17:35.567 --> 00:17:36.847
left view in this part.

00:17:36.951 --> 00:17:40.815
As you can see, here is our object I created

00:17:40.895 --> 00:17:41.515
earlier.

00:17:42.135 --> 00:17:46.407
And this is our lathe created object.

00:17:46.591 --> 00:17:52.795
And I’m just rotating that by using this manipulator here.

00:17:54.215 --> 00:17:58.665
And now I want to connect the the two objects

00:17:58.705 --> 00:17:59.169
here.

00:17:59.297 --> 00:18:02.289
And to do that I will have to break this

00:18:02.337 --> 00:18:06.313
part of my model here, because as I told you,

00:18:06.409 --> 00:18:10.081
I cannot connect this point and this point without a

00:18:10.113 --> 00:18:10.625
hard edge.

00:18:10.665 --> 00:18:12.105
But I don’t want a hard edge.

00:18:12.145 --> 00:18:14.433
And because of that, I will do it this way.

00:18:14.569 --> 00:18:17.113
Okay, so I will break that.

00:18:17.209 --> 00:18:20.153
Breaking can be done by just clicking on this button

00:18:20.209 --> 00:18:26.157
or hitting the key, the key K on your keyboard.

00:18:26.301 --> 00:18:29.905
And for that I’m just breaking it now with that.

00:18:31.045 --> 00:18:33.629
And this one is the same.

00:18:33.797 --> 00:18:36.797
And you may notice that the break key is now

00:18:36.901 --> 00:18:37.789
no longer available.

00:18:37.877 --> 00:18:40.869
That is because this is the end of a spline,

00:18:40.957 --> 00:18:44.885
and the end of a spline can always be deleted

00:18:44.925 --> 00:18:47.625
by just hitting delete.

00:18:48.785 --> 00:18:51.445
So we have this structure now openly here.

00:18:52.625 --> 00:18:55.725
And what I want to do is I’m just connecting

00:18:56.305 --> 00:18:58.993
the different parts here.

00:18:59.169 --> 00:19:02.161
I will go to wireframe to see more the different

00:19:02.233 --> 00:19:07.325
parts here with my object I created.

00:19:08.145 --> 00:19:12.665
And like that, I can create a five pointer.

00:19:12.705 --> 00:19:13.289
Now.

00:19:13.457 --> 00:19:19.859
So a five pointer has own behavior, which is the

00:19:19.907 --> 00:19:20.379
following.

00:19:20.507 --> 00:19:23.163
A five pointer will not be created automatically.

00:19:23.299 --> 00:19:26.491
A five pointer has to be created by you by

00:19:26.523 --> 00:19:28.535
just selecting all these points.

00:19:29.395 --> 00:19:35.507
And then you have to define that this should be

00:19:35.531 --> 00:19:36.735
a five pointer.

00:19:37.315 --> 00:19:41.307
Okay? One very, very important thing to define a five

00:19:41.371 --> 00:19:46.035
pointer is that if you are selecting this CP’s you

00:19:46.075 --> 00:19:50.043
should press the shift key before you do anything and

00:19:50.059 --> 00:19:53.563
then hold the shift key and select all the CP’s

00:19:53.659 --> 00:19:59.787
that should be in the selection to create a five

00:19:59.851 --> 00:20:00.575
pointer.

00:20:00.875 --> 00:20:09.045
And like that I am creating my little bridge or

00:20:09.085 --> 00:20:12.145
connection here that I talked about earlier.

00:20:14.805 --> 00:20:18.949
This is a very good part to create or to

00:20:18.997 --> 00:20:21.265
use five pointers.

00:20:21.925 --> 00:20:25.541
This little indication here is that there is a normal

00:20:25.613 --> 00:20:26.225
problem.

00:20:26.885 --> 00:20:30.013
In general, you don’t see normal problems very well in

00:20:30.069 --> 00:20:34.021
Animation Master or in renderings of Animation Master because you

00:20:34.053 --> 00:20:35.495
can often ignore that.

00:20:35.605 --> 00:20:38.555
But if you have to flip one of the normals,

00:20:38.715 --> 00:20:42.915
you can always use your patch tool, which is at

00:20:42.955 --> 00:20:46.467
this point it will select a whole patch.

00:20:46.571 --> 00:20:49.779
And if you then hit the F key or right

00:20:49.827 --> 00:20:55.251
click on your selection and use Flip Normals, it will

00:20:55.283 --> 00:20:56.419
flip the normals.

00:20:56.547 --> 00:21:00.227
As I said before, it’s often not necessary to do

00:21:00.251 --> 00:21:00.627
that.

00:21:00.731 --> 00:21:03.351
But in this case I just wanted to show you

00:21:03.383 --> 00:21:05.995
how it is Done in the best way here.

00:21:06.495 --> 00:21:06.911
Okay.

00:21:06.943 --> 00:21:09.175
And as you can see, we have now a transition

00:21:09.335 --> 00:21:12.755
between our objects at this point.

00:21:13.175 --> 00:21:21.031
Okay? So if you think that’s it, there is more

00:21:21.063 --> 00:21:22.115
to it, of course.

00:21:24.495 --> 00:21:27.439
I will show you something that is called a hook.

00:21:27.527 --> 00:21:31.925
A hook is called or a hook is used to

00:21:33.065 --> 00:21:37.321
increase the resolution in a certain area of your model

00:21:37.473 --> 00:21:40.153
and to decrease it again.

00:21:40.329 --> 00:21:41.689
So let’s have a look.

00:21:41.737 --> 00:21:43.725
I will just extrude this.

00:21:44.385 --> 00:21:46.577
I think I will do that a couple of times

00:21:46.641 --> 00:21:47.249
now.

00:21:47.417 --> 00:21:50.681
And let’s say we want to decrease the resolution of

00:21:50.713 --> 00:21:54.705
this model here at this point so that these CP’s

00:21:54.745 --> 00:21:56.933
here are no longer present.

00:21:57.109 --> 00:22:02.253
Why do we decrease at all in Animation Master as

00:22:02.269 --> 00:22:07.141
well in Polygon World or something somewhere else, it is

00:22:07.213 --> 00:22:12.165
always very wise to use only the CP’s you really

00:22:12.245 --> 00:22:15.625
need and an as low amount as you can.

00:22:16.285 --> 00:22:20.141
Ok, so for now I am just going to delete

00:22:20.173 --> 00:22:22.269
for example these two cps here.

00:22:22.397 --> 00:22:25.477
And what you will notice is that there is no

00:22:25.501 --> 00:22:28.357
longer a patch at this point.

00:22:28.421 --> 00:22:33.373
Because here is a patch that would be defined by

00:22:33.469 --> 00:22:35.861
five CP’s at this point.

00:22:36.013 --> 00:22:38.741
And this is not the way Animation Master works.

00:22:38.773 --> 00:22:43.359
You could for example go and create a 5cp point

00:22:43.478 --> 00:22:47.941
at this point or a 5 point patch at this

00:22:47.973 --> 00:22:48.495
point.

00:22:48.645 --> 00:22:52.219
But in this case it is very wise to use

00:22:52.347 --> 00:22:53.775
a hook for that.

00:22:54.195 --> 00:22:58.027
And a hook can be created by just going to

00:22:58.051 --> 00:23:00.715
the add mode, clicking on the button or on the

00:23:00.755 --> 00:23:04.747
CP you want to create a new hook or a

00:23:04.771 --> 00:23:09.955
new spline, whatever you want here to.

00:23:10.035 --> 00:23:16.255
And now just if you are ready for that, just

00:23:16.555 --> 00:23:21.131
right click again to leave the spline mode without deleting

00:23:21.163 --> 00:23:23.467
the spline you already created here.

00:23:23.611 --> 00:23:26.075
And now just drag and drop it to one of

00:23:26.115 --> 00:23:29.675
the splines at this point.

00:23:29.835 --> 00:23:33.051
It shouldn’t be too near to one of the CP’s

00:23:33.083 --> 00:23:35.771
here, but in this case it should be.

00:23:35.803 --> 00:23:39.627
Okay, and now you just merge them together as you

00:23:39.651 --> 00:23:43.013
would with a CP you wanted to merge with another

00:23:43.069 --> 00:23:43.741
cp.

00:23:43.893 --> 00:23:44.357
Okay.

00:23:44.421 --> 00:23:48.501
And you can do that by just again select the

00:23:48.533 --> 00:23:52.421
cp, hold the left mouse button and if you are

00:23:52.453 --> 00:23:57.165
near another spline here, just hit the right mouse button

00:23:57.205 --> 00:23:57.669
too.

00:23:57.797 --> 00:24:00.065
Okay? And like that we created a hook.

00:24:00.565 --> 00:24:03.145
And same thing can be done at this point.

00:24:04.365 --> 00:24:07.557
And as you can see, you won’t see any difference

00:24:07.621 --> 00:24:08.225
here.

00:24:11.135 --> 00:24:14.195
Okay, so this is a hook.

00:24:14.535 --> 00:24:16.111
We have talked about the hook.

00:24:16.183 --> 00:24:19.311
We have talked about a four pointer patch, we have

00:24:19.383 --> 00:24:24.087
talked about this five pointer patch and we have talked

00:24:24.111 --> 00:24:26.551
a little bit about spline continuity.

00:24:26.663 --> 00:24:32.559
Spline continuity is just something that occurs in Animation Master

00:24:32.607 --> 00:24:33.159
by default.

00:24:33.207 --> 00:24:37.193
If you Are if you are going to use it

00:24:37.209 --> 00:24:38.285
in the right way.

00:24:38.705 --> 00:24:41.233
One thing we can see at this point, for example,

00:24:41.289 --> 00:24:47.537
is that we can’t really predict where the spline continuity

00:24:47.681 --> 00:24:50.369
will be running along.

00:24:50.537 --> 00:24:53.641
Or better to say, we can’t really predict if, for

00:24:53.673 --> 00:24:56.817
example, if you create a new CP here, if it

00:24:56.841 --> 00:25:00.325
will be connected to this spline or to this spline,

00:25:00.735 --> 00:25:05.319
it can be manipulated by clicking for example, a little

00:25:05.367 --> 00:25:08.687
bit next to the cp, for example, like that.

00:25:08.791 --> 00:25:13.495
And it is very likely that the cp, the new

00:25:13.575 --> 00:25:17.799
created CP will now be attached to this spline instead

00:25:17.847 --> 00:25:18.855
of this spline.

00:25:19.015 --> 00:25:22.671
But to be sure about that, just try it out

00:25:22.703 --> 00:25:25.957
a little bit by for example, just clicking on it

00:25:26.071 --> 00:25:30.177
and moving this new CP around.

00:25:30.281 --> 00:25:32.525
And like that, you can see that there is a

00:25:32.945 --> 00:25:35.041
difference here at this point.

00:25:35.193 --> 00:25:40.089
And because of that, the CP is manipulating the curve

00:25:40.217 --> 00:25:45.489
not only at this point of the of the on

00:25:45.577 --> 00:25:47.985
this side of the cp but also on the other

00:25:48.025 --> 00:25:49.085
side of the cp.

00:25:51.915 --> 00:25:57.675
So what about creating for example, scp and you need

00:25:57.715 --> 00:26:00.371
it to be there, but you want this to be

00:26:00.403 --> 00:26:04.851
straight, for example, for that we have the bias handlers.

00:26:05.003 --> 00:26:11.611
Bias handlers are used to control more or less the

00:26:11.643 --> 00:26:14.347
running of a spline at this point.

00:26:14.451 --> 00:26:17.255
And with the bias handlers you can for example, just

00:26:17.585 --> 00:26:21.369
move them down or up, something like that.

00:26:21.537 --> 00:26:25.297
And you would create a nice little follow through which

00:26:25.321 --> 00:26:27.257
is quite straight.

00:26:27.441 --> 00:26:32.805
And you can for example, now create another patch.

00:26:34.945 --> 00:26:36.765
I’ll do that quickly here.

00:26:37.505 --> 00:26:41.161
And you see we have a nice little follow up

00:26:41.233 --> 00:26:41.845
here.

00:26:42.735 --> 00:26:44.695
Let’s increase it a little bit.

00:26:44.855 --> 00:26:45.635
Okay.

00:26:48.495 --> 00:26:51.995
You see, this is the way bias handlers work.

00:26:52.535 --> 00:26:55.847
Bias handlers can be manipulated in different ways.

00:26:55.991 --> 00:26:59.575
One way of manipulating this is for example, pressing the

00:26:59.615 --> 00:27:03.383
shift key using the manipulator icon here.

00:27:03.479 --> 00:27:10.117
And what you can see is that the, the bias

00:27:10.221 --> 00:27:13.653
handlers are still connected with each other, but you can

00:27:13.749 --> 00:27:18.101
by shift clicking on one of them and dragging it

00:27:18.133 --> 00:27:21.541
around, you can manipulate the length of one of the

00:27:21.573 --> 00:27:23.665
handlers at a time.

00:27:25.845 --> 00:27:30.905
And there is a different behavior for splines too, because

00:27:32.565 --> 00:27:35.919
you may want to create for example, mechanical objects too.

00:27:36.037 --> 00:27:38.787
For that I will just leave this object as it

00:27:38.811 --> 00:27:43.187
is now and I will create another one again.

00:27:43.251 --> 00:27:48.995
Right click on Objects View model and activate the grid

00:27:49.035 --> 00:27:51.227
here to see where I am at.

00:27:51.371 --> 00:27:52.963
I am in the front view.

00:27:53.139 --> 00:27:56.815
And now let’s have a look at when to use

00:27:58.355 --> 00:27:59.779
straight splines.

00:27:59.907 --> 00:28:05.459
Because splines can be curves, but splines can also be

00:28:05.547 --> 00:28:08.655
manipulated to be peaked.

00:28:09.155 --> 00:28:11.795
So this is a peaked button here and you can

00:28:11.835 --> 00:28:15.755
switch these two behaviors of splines to each other.

00:28:15.915 --> 00:28:21.171
So when to use when in general terms spoken, you

00:28:21.203 --> 00:28:25.451
can say that in most situations, if you are for

00:28:25.483 --> 00:28:28.953
example creating a character or something like that, you will

00:28:29.009 --> 00:28:35.953
want to use the smooth version of a spline.

00:28:36.049 --> 00:28:40.289
So the default version here, which can be for example,

00:28:40.337 --> 00:28:44.329
if it’s peaked, you can force it to be smooth

00:28:44.377 --> 00:28:46.085
again like that.

00:28:47.625 --> 00:28:50.697
And in some situations, if you want to create, for

00:28:50.721 --> 00:28:54.321
example mechanical model or models, it can be wise to

00:28:54.353 --> 00:28:58.287
use the peak version of the splines.

00:28:58.391 --> 00:29:00.399
And for that I will just go to this button,

00:29:00.447 --> 00:29:02.567
which is a snap to grid button.

00:29:02.751 --> 00:29:06.255
And like that, all the new created CP’s I’m creating

00:29:06.295 --> 00:29:08.359
here will snap to a grid point.

00:29:08.527 --> 00:29:16.275
And I will just create a little shape here.

00:29:18.415 --> 00:29:25.041
And as you can see, this shape is now just

00:29:25.073 --> 00:29:27.785
a spline wing for now.

00:29:27.945 --> 00:29:34.377
And what you can see here is that this shape

00:29:34.441 --> 00:29:38.369
is not straight, for example at this point or at

00:29:38.417 --> 00:29:39.337
this line.

00:29:39.521 --> 00:29:45.001
And that’s because it’s currently used with the non peaked

00:29:45.033 --> 00:29:47.569
mode, so the smooth mode.

00:29:47.697 --> 00:29:50.445
But if I peak them, for example, at this point

00:29:50.745 --> 00:29:52.685
I will get a straight line.

00:29:53.905 --> 00:29:57.889
So why can’t I just go and use the bias

00:29:57.937 --> 00:30:02.525
handlers at this point, for example, like that and like

00:30:02.825 --> 00:30:05.993
that to create a straight line at this point.

00:30:06.129 --> 00:30:08.617
This is very fine and it can be used in

00:30:08.641 --> 00:30:12.225
a very useful way.

00:30:12.345 --> 00:30:16.255
But there is one drawback to do it in this

00:30:16.295 --> 00:30:16.567
way.

00:30:16.631 --> 00:30:20.871
And the drawback is if you afterwards manipulate for example

00:30:20.943 --> 00:30:29.671
the length of the shape, you will get a curve

00:30:29.743 --> 00:30:32.815
again in this part here.

00:30:32.975 --> 00:30:35.311
And I will show you that as you can see,

00:30:35.343 --> 00:30:36.143
there is a curve.

00:30:36.199 --> 00:30:42.005
Now even so, we manipulated the CPS to look straight

00:30:42.085 --> 00:30:48.669
before, okay? And like that it is very hard or

00:30:48.757 --> 00:30:52.541
it’s sometimes very hard to use Animation Master in that

00:30:52.573 --> 00:30:52.909
way.

00:30:52.997 --> 00:30:55.505
And because of that there is a peak mode.

00:30:55.845 --> 00:31:00.053
Okay, So I will set these bias handlers or bias

00:31:00.109 --> 00:31:01.989
modes here to the default again.

00:31:02.117 --> 00:31:04.213
For that you just have to click on this little

00:31:04.269 --> 00:31:10.605
icon which will open up this, this toolbox here whenever

00:31:11.705 --> 00:31:13.165
you select something.

00:31:13.465 --> 00:31:17.961
And I will just import alpha to null, gamma to

00:31:17.993 --> 00:31:20.697
null, and magnitude to 100.

00:31:20.841 --> 00:31:24.577
And now we have the standard values again imported here.

00:31:24.721 --> 00:31:26.925
Okay? So let’s peak that.

00:31:27.385 --> 00:31:30.441
And as you can see we have now a very

00:31:30.513 --> 00:31:31.809
straight edge here.

00:31:31.857 --> 00:31:35.047
And it can be okay to look like that, but

00:31:35.071 --> 00:31:36.967
in many cases you don’t want it to look like

00:31:36.991 --> 00:31:37.175
that.

00:31:37.215 --> 00:31:40.359
And for that I will just use the bias handlers

00:31:40.407 --> 00:31:44.315
again, which can be used in the peaked mode exactly

00:31:44.815 --> 00:31:48.887
in the same way as in the smooth mode, with

00:31:48.951 --> 00:31:49.935
one exception.

00:31:50.055 --> 00:31:56.207
I can manipulate the bias handles of a point separately

00:31:56.271 --> 00:31:56.903
from each other.

00:31:56.959 --> 00:32:03.545
That means I can for example, use this totally independent

00:32:04.765 --> 00:32:07.025
from the other side here.

00:32:07.325 --> 00:32:14.385
And I will just create a little nice corner here,

00:32:16.045 --> 00:32:17.385
doing it that way.

00:32:24.285 --> 00:32:30.119
And this indicates one of the many things that are

00:32:30.167 --> 00:32:35.151
very well in Animation Master and that should be done

00:32:35.223 --> 00:32:36.955
before doing anything else.

00:32:37.695 --> 00:32:41.535
Animation Master will create very nice and smooth bevels, but

00:32:41.575 --> 00:32:44.423
only if you think about them before you are modeling

00:32:44.479 --> 00:32:45.151
something.

00:32:45.343 --> 00:32:49.591
So as you can see, I created a nice beveled

00:32:49.623 --> 00:32:56.049
edge here and you should start with the right shape

00:32:56.097 --> 00:32:59.585
for that and bevel it whenever you create it and

00:32:59.625 --> 00:33:02.537
not try to afterwards create a bevel.

00:33:02.681 --> 00:33:07.537
Because afterwards creating a bevel is much more work to

00:33:07.561 --> 00:33:10.649
do than doing it at the beginning.

00:33:10.817 --> 00:33:15.401
Okay, so let’s just extrude this to show you what

00:33:15.433 --> 00:33:16.605
we created here.

00:33:18.185 --> 00:33:21.803
Okay, I go to the shaded view and as you

00:33:21.819 --> 00:33:24.691
can see, we have a quite nice little edge here

00:33:24.843 --> 00:33:29.659
which is now easy to be manipulated.

00:33:29.707 --> 00:33:35.755
We can for example, increase the height here and it

00:33:35.795 --> 00:33:37.615
should still work very well.

00:33:38.635 --> 00:33:45.415
And that is the basic advantage of peaked Farwell versus

00:33:45.955 --> 00:33:48.345
smooth versions here.

00:33:48.925 --> 00:33:56.669
Okay, so I think I’m going to go to the

00:33:56.717 --> 00:33:59.021
last part of my tutorial here now.

00:33:59.133 --> 00:34:01.581
And the last part will be I will be creating

00:34:01.653 --> 00:34:04.669
a very basic object and for that I will just

00:34:04.717 --> 00:34:06.253
create a new model here.

00:34:06.429 --> 00:34:12.149
I will call this model to, for example, Spoon, because

00:34:12.197 --> 00:34:14.253
we are just creating a spoon here.

00:34:14.349 --> 00:34:17.377
And as you can see, it is very wise to

00:34:17.401 --> 00:34:21.081
give names to your models and just to keep it

00:34:21.113 --> 00:34:26.777
tidy here because it just helps you to identify everything

00:34:26.961 --> 00:34:28.689
nice and smoothly.

00:34:28.857 --> 00:34:32.033
Ok, so I will go to the top view, which

00:34:32.049 --> 00:34:36.345
is a 5 on the keypad of your keyboard.

00:34:36.505 --> 00:34:40.217
And now I don’t have any kind of reference material.

00:34:40.281 --> 00:34:43.517
You can, you can of course import a reference material

00:34:43.581 --> 00:34:46.837
by just for example, going to Images.

00:34:46.941 --> 00:34:48.453
Import image.

00:34:48.629 --> 00:34:52.637
And if you then select an image and put it

00:34:52.701 --> 00:34:57.045
into your screen space here, you are asked whether you

00:34:57.085 --> 00:35:02.173
want it to be used as a decal or as

00:35:02.189 --> 00:35:03.045
a rotoscope.

00:35:03.125 --> 00:35:08.519
And like that you could just get an image reference

00:35:08.567 --> 00:35:12.235
into Animation Master to draw on it and to just

00:35:13.135 --> 00:35:15.835
try to copy it from the image there.

00:35:16.455 --> 00:35:18.151
But I don’t have one right now.

00:35:18.183 --> 00:35:22.911
So I will just assume I know how Spoon should

00:35:23.023 --> 00:35:24.791
more or less look like.

00:35:24.983 --> 00:35:28.711
And for that I’m just placing some points here.

00:35:28.903 --> 00:35:34.685
Remember, I’m just trying to show you how to use

00:35:35.065 --> 00:35:36.985
Animation Master to create objects.

00:35:37.065 --> 00:35:40.001
And what I can see here is I have Snattogrid

00:35:40.193 --> 00:35:47.485
still activated because of that, I will deactivate that and

00:35:48.265 --> 00:35:51.565
start creating a little spoon here.

00:35:52.425 --> 00:36:00.509
Okay? And as you can see, I am not Using

00:36:00.597 --> 00:36:04.053
some kind of box modeling method as in some of

00:36:04.069 --> 00:36:07.157
the Polygon model world or programs.

00:36:07.261 --> 00:36:10.533
But I am using a drawing method here.

00:36:10.709 --> 00:36:14.805
And this is the way Animation Master will create objects

00:36:14.845 --> 00:36:18.797
and the way you should create objects in Animation Master.

00:36:18.981 --> 00:36:22.469
Okay, so let’s say this is more or less what

00:36:22.517 --> 00:36:27.853
we were looking for as a spoon here, maybe a

00:36:27.869 --> 00:36:29.557
little bit smaller at this point.

00:36:29.661 --> 00:36:32.421
You can always use as I am doing that yet

00:36:32.573 --> 00:36:36.941
the arrow keys on your keyboard to move around CP’s

00:36:36.973 --> 00:36:40.637
and just change the curves you are creating.

00:36:40.821 --> 00:36:43.829
And for now I will just use another technique that

00:36:43.877 --> 00:36:46.181
is implemented in Animation Master.

00:36:46.333 --> 00:36:50.113
The technique is called Copy Flip Attached.

00:36:50.199 --> 00:36:54.253
Copyflipattach is just doing exactly what it’s named like it

00:36:54.269 --> 00:36:59.317
will copy this structure I created here, flip it to

00:36:59.341 --> 00:37:01.357
the other side of one of the axes.

00:37:01.421 --> 00:37:06.837
In this case it will be the z axis and

00:37:06.901 --> 00:37:13.973
then it will attach both of these geometries here with

00:37:14.069 --> 00:37:14.613
each other.

00:37:14.669 --> 00:37:17.895
For that just select everything you want to Copy Flip

00:37:17.935 --> 00:37:18.711
Attach.

00:37:18.903 --> 00:37:21.519
Right click and go to Copy Flip Attach.

00:37:21.607 --> 00:37:23.915
And as you can see, we created a nice little,

00:37:24.935 --> 00:37:28.755
nice little counterpart of that here.

00:37:30.175 --> 00:37:33.023
Has something happened? I will correct it by hand.

00:37:33.159 --> 00:37:37.231
It’s because this point is very near to the, to

00:37:37.263 --> 00:37:38.519
the axis.

00:37:38.607 --> 00:37:43.369
And because of that you sometimes have to rework a

00:37:43.377 --> 00:37:44.545
little bit at this point.

00:37:44.585 --> 00:37:46.593
But in general this should work.

00:37:46.729 --> 00:37:51.649
Okay, so I think that a nice little spoon should

00:37:51.697 --> 00:37:54.833
be a little bit longer at this point.

00:37:54.969 --> 00:37:56.125
I will do that.

00:37:58.225 --> 00:38:01.481
And yeah, I think that’s more or less the shape

00:38:01.513 --> 00:38:02.369
of a spoon.

00:38:02.497 --> 00:38:04.241
And the first thing I will do is I will

00:38:04.273 --> 00:38:10.001
just Try to connect two CP’s here and start by

00:38:10.033 --> 00:38:12.809
that to create my object.

00:38:12.937 --> 00:38:18.161
And what I’m doing here is just, I’m going, you

00:38:18.193 --> 00:38:24.185
see, I was too near to my other CP here

00:38:24.265 --> 00:38:25.257
by clicking there.

00:38:25.361 --> 00:38:27.885
And because of that I’m using the Y key now

00:38:28.585 --> 00:38:34.765
to add another CP in where I want it.

00:38:36.475 --> 00:38:41.011
And what you can see is that I’m trying to

00:38:41.083 --> 00:38:42.635
create patches here.

00:38:42.755 --> 00:38:48.283
And patches are for example at this point just the

00:38:48.339 --> 00:38:50.855
four point patches I created here.

00:38:52.835 --> 00:38:55.815
And this is the way you should go about that.

00:39:01.965 --> 00:39:05.065
And like that I’m creating geometry.

00:39:05.565 --> 00:39:08.221
I can of course go to the shaded wireframe for

00:39:08.253 --> 00:39:11.325
example, and you can see we have a basic structure

00:39:11.365 --> 00:39:12.825
at this point already.

00:39:13.205 --> 00:39:20.445
Ok, so go on, use again the tools you already

00:39:20.525 --> 00:39:27.295
know like that.

00:39:27.455 --> 00:39:30.275
And here is another thing I like to do.

00:39:31.055 --> 00:39:35.719
If for example, you have a structure where two four

00:39:35.767 --> 00:39:41.927
point patches would form some kind of a curve here,

00:39:42.111 --> 00:39:44.527
I don’t think that that is a good patch.

00:39:44.631 --> 00:39:48.435
And because of that I will add Another CP here

00:39:49.815 --> 00:39:51.037
and do it in this way.

00:39:51.111 --> 00:39:54.329
We have a three pointer now instead of a four

00:39:54.377 --> 00:39:54.681
pointer.

00:39:54.713 --> 00:40:00.745
But if you for example, manipulate or move the CP’s

00:40:00.785 --> 00:40:04.537
around later on you will see that this is the

00:40:04.561 --> 00:40:08.601
better structure than the other one we had before.

00:40:08.753 --> 00:40:11.537
Okay, and so to have a little bit more control

00:40:11.601 --> 00:40:15.473
I will just add another spline ring here.

00:40:15.609 --> 00:40:19.763
And as you can see you can always attach a

00:40:19.779 --> 00:40:22.455
new spline into wherever you want.

00:40:28.755 --> 00:40:33.899
And just for example increase the details of this object

00:40:33.987 --> 00:40:34.615
here.

00:40:36.275 --> 00:40:38.371
And I will just go on like that.

00:40:38.523 --> 00:40:40.535
You can see it’s quite fast.

00:40:50.365 --> 00:40:56.629
I’m using the middle mouse button for panning here and

00:40:56.677 --> 00:41:07.077
the scroll wheel for yes, zooming in and out.

00:41:07.261 --> 00:41:08.945
That’s why I navigate here.

00:41:10.765 --> 00:41:13.549
And let’s say this is the structure we want to

00:41:13.677 --> 00:41:14.705
achieve here.

00:41:15.605 --> 00:41:23.077
Now the spoon would be very flat and there is

00:41:23.101 --> 00:41:24.101
no thickness to it.

00:41:24.173 --> 00:41:26.397
And because of that we have to create a thickness

00:41:26.461 --> 00:41:27.093
now.

00:41:27.269 --> 00:41:30.277
And for that I’m just selecting one of the CP’s

00:41:30.341 --> 00:41:34.549
around the base here and I will hit the comma

00:41:34.597 --> 00:41:35.185
key.

00:41:35.635 --> 00:41:40.395
And with the comma key every CP on the spline

00:41:40.475 --> 00:41:42.819
I just selected will be selected.

00:41:42.987 --> 00:41:50.627
And like that I can for example extrude that as

00:41:50.651 --> 00:41:55.179
we did it many times before now and we get

00:41:55.307 --> 00:42:03.205
our first little thickness to this model I will just

00:42:03.545 --> 00:42:06.005
move that a little so I can see it better.

00:42:06.505 --> 00:42:09.325
And now I will attach.

00:42:11.705 --> 00:42:18.325
Yeah, I will use copy, flip, attach again to just

00:42:18.745 --> 00:42:23.565
get this object to look nice.

00:42:23.905 --> 00:42:28.707
And as you can see we have now closed shape.

00:42:28.891 --> 00:42:32.523
And what I don’t need now is this middle CP

00:42:32.579 --> 00:42:33.027
ring here.

00:42:33.051 --> 00:42:35.083
And because of that I will just go to one

00:42:35.099 --> 00:42:37.571
of the views where I can see it very nicely

00:42:37.683 --> 00:42:39.415
and I will just delete it.

00:42:39.795 --> 00:42:45.723
Okay, Deletion or deleting is just done by selecting something

00:42:45.819 --> 00:42:49.255
and pressing your delete key of course.

00:42:49.915 --> 00:42:52.575
Okay, so let’s scale it a little bit down.

00:42:53.025 --> 00:42:57.777
And like that we have our first little spoony looking

00:42:57.921 --> 00:42:58.961
item here.

00:42:59.113 --> 00:43:02.689
And now there’s another technique in Animation Master which can

00:43:02.737 --> 00:43:07.113
help you with more complex objects where many CP’s have

00:43:07.129 --> 00:43:10.897
to be manipulated to create a certain object.

00:43:11.081 --> 00:43:14.845
And this one is called the distortion box mode.

00:43:15.345 --> 00:43:20.209
And for now I will go to the left view

00:43:20.257 --> 00:43:23.009
here and select everything.

00:43:23.177 --> 00:43:28.233
Go to the distortion mode or distortion box mode.

00:43:28.369 --> 00:43:32.321
And for this mode there is also a setting you

00:43:32.353 --> 00:43:37.185
can set which can be accessed by hitting the control

00:43:37.265 --> 00:43:43.041
key, clicking on the button for the control mode there.

00:43:43.193 --> 00:43:48.291
And now you can increase the distort grid resolution.

00:43:48.443 --> 00:43:49.467
And I will do that.

00:43:49.531 --> 00:43:53.323
For example, I will just input 5 here and if

00:43:53.339 --> 00:43:57.811
I now hit this distortion box mode, I will have

00:43:57.963 --> 00:44:03.615
five different control points for each of my axes here.

00:44:04.275 --> 00:44:08.963
And as you can see, I can now manipulate the

00:44:09.019 --> 00:44:12.069
control points of this box instead of the control points

00:44:12.117 --> 00:44:17.405
of my own, of my own creation here, or my

00:44:17.445 --> 00:44:18.717
own object here.

00:44:18.821 --> 00:44:21.773
And like that, we can give this spoon a nice

00:44:21.829 --> 00:44:23.189
little rounding.

00:44:23.357 --> 00:44:27.413
And for that, for example, like this is the back

00:44:27.469 --> 00:44:30.085
part of the model here.

00:44:30.165 --> 00:44:33.605
And because of that I will, for example, just put

00:44:33.645 --> 00:44:37.265
that up a little bit, maybe something like that.

00:44:38.725 --> 00:44:41.741
As I said, I’m doing this out of thin air.

00:44:41.813 --> 00:44:47.501
So if it’s not looking like your average spoon you’re

00:44:47.533 --> 00:44:51.941
having at home, bear with me.

00:44:52.013 --> 00:44:54.309
It’s just an example here.

00:44:54.477 --> 00:44:58.693
Okay, and what we want to do is very likely

00:44:58.749 --> 00:45:04.475
you want to put this part down a little bit.

00:45:05.575 --> 00:45:06.395
Okay.

00:45:06.775 --> 00:45:09.511
And what I want to do, of course, is that

00:45:09.543 --> 00:45:13.431
the spoon has some kind of a hole, so it

00:45:13.463 --> 00:45:16.447
can hold, for example, some kind of fluid in it.

00:45:16.551 --> 00:45:21.015
And because of that, I will go to these CPUs

00:45:21.055 --> 00:45:25.327
in the middle at this point, let’s go to the

00:45:25.351 --> 00:45:27.863
wireframe to see what we are doing here.

00:45:27.999 --> 00:45:32.401
I want, for example, this piece at this point and

00:45:32.433 --> 00:45:36.645
I want to drag them down a little.

00:45:37.305 --> 00:45:42.525
Okay, maybe like that.

00:45:45.585 --> 00:45:48.017
And as you can see, we have some kind of

00:45:48.041 --> 00:45:50.765
a spoon here for now.

00:45:54.955 --> 00:46:00.043
I will now manipulate my object again without using the

00:46:00.099 --> 00:46:03.643
distortion box here, because it’s just better to have a

00:46:03.699 --> 00:46:06.475
higher resolution work here.

00:46:06.595 --> 00:46:09.803
And for that I’m just selecting, for example, these two

00:46:09.939 --> 00:46:12.815
CP’s and bringing them up a little.

00:46:15.635 --> 00:46:25.765
And maybe we want to decrease, decrease the width here

00:46:25.805 --> 00:46:32.345
or the thickness of the spoon just a little bit,

00:46:36.725 --> 00:46:37.985
something like that.

00:46:38.885 --> 00:46:42.285
And what I see here is that we have to

00:46:42.405 --> 00:46:45.225
do it for the back side in another way.

00:46:45.575 --> 00:46:50.637
By clicking on 1, 2 or by hitting or pressing

00:46:50.722 --> 00:46:52.395
1, 2 and 3.

00:46:53.335 --> 00:46:59.207
You can limitate your movement of your mouse or the

00:46:59.231 --> 00:47:01.927
CP’s you are dragging with your mouse to one of

00:47:01.951 --> 00:47:04.075
the axes because of that.

00:47:04.735 --> 00:47:06.835
Now let’s have a look.

00:47:10.995 --> 00:47:18.003
I want to only move it on the Y axis.

00:47:18.059 --> 00:47:21.547
And because of that I’m hitting the two key and

00:47:21.571 --> 00:47:24.455
I’m bringing that up a little bit here.

00:47:25.435 --> 00:47:28.003
And of course this has to be done with the

00:47:28.019 --> 00:47:29.055
other side too.

00:47:34.795 --> 00:47:38.311
And now we have a basic spoon at this point.

00:47:38.383 --> 00:47:42.791
And maybe you want to bring this little fella up

00:47:42.823 --> 00:47:45.903
too, maybe this one a little bit down again.

00:47:46.079 --> 00:47:50.755
And we have a basic spoon right at your hand.

00:47:51.495 --> 00:47:53.831
There’s of course, much more you can do.

00:47:53.863 --> 00:47:56.759
For example, you can use the bias handlers.

00:47:56.807 --> 00:48:00.255
Now at this situation again, I go to the wireframe

00:48:00.295 --> 00:48:02.263
mode and as you can see, this is a bias

00:48:02.319 --> 00:48:05.635
handler and we can manipulate it per hand at this

00:48:05.675 --> 00:48:05.875
point.

00:48:05.915 --> 00:48:10.267
But I want to manipulate it by a numeric value

00:48:10.331 --> 00:48:15.131
for that I’m just clicking this button here and that

00:48:15.163 --> 00:48:17.347
will create this little menu item.

00:48:17.491 --> 00:48:20.979
And as soon as I, for example, select one of

00:48:20.987 --> 00:48:25.043
the CP’s now I can manipulate its bias handlers by

00:48:25.139 --> 00:48:25.851
values.

00:48:25.963 --> 00:48:29.415
And what I’m doing here is I will increase that

00:48:30.585 --> 00:48:33.445
to give it a nicer shape.

00:48:35.185 --> 00:48:38.073
You may want to do it at this point too.

00:48:38.249 --> 00:48:40.209
Let’s see if it’s right.

00:48:40.377 --> 00:48:41.205
Okay.

00:48:41.945 --> 00:48:45.153
And as you can see, we have a quite nice

00:48:45.249 --> 00:48:48.445
little spoon at this point.

00:48:50.225 --> 00:48:53.161
Here is a little part that we may want to

00:48:53.233 --> 00:48:57.805
correct again if I just, for example, bringing this up,

00:49:00.825 --> 00:49:01.849
that should be.

00:49:01.897 --> 00:49:04.525
Okay, maybe a little bit down again.

00:49:05.185 --> 00:49:08.713
Now let’s go to the left view and have a

00:49:08.729 --> 00:49:10.489
look at the bias handlers here too.

00:49:10.617 --> 00:49:17.245
Because we don’t get a very nice object here because

00:49:17.905 --> 00:49:21.703
the bias handlers are manipulating, of course the shape is

00:49:21.749 --> 00:49:24.851
a way that it’s smooth and that it will come

00:49:24.883 --> 00:49:25.603
up here.

00:49:25.739 --> 00:49:29.099
And in this case I will just use the bias

00:49:29.147 --> 00:49:30.695
handlers to correct that.

00:49:35.675 --> 00:49:40.979
Ok, so now we have a quite nice little spoon

00:49:41.067 --> 00:49:43.615
modeled and ready to be used.

00:49:44.715 --> 00:49:47.379
So I hope you have learned a little bit and

00:49:47.467 --> 00:49:50.619
that it is helping you with getting started with Animation

00:49:50.667 --> 00:49:51.257
Master.

00:49:51.371 --> 00:49:54.581
There are a few tutorials to come and I will,

00:49:54.613 --> 00:49:56.765
for example, cover a little bit of texturing.

00:49:56.845 --> 00:50:00.333
I will cover a little bit of rigging, maybe animating,

00:50:00.389 --> 00:50:04.989
of course, and some kind of UV mapping and something

00:50:05.037 --> 00:50:05.765
like that.

00:50:05.925 --> 00:50:09.389
And just have a look again at this thread or

00:50:09.437 --> 00:50:20.511
at my website at www.patchwork3d.de for more information, tutorials and

00:50:20.703 --> 00:50:22.831
cool stuff about Animation Master.

00:50:22.983 --> 00:50:25.415
So have a nice day and see you soon.