WEBVTT

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Hello and welcome on my Animation Master tutorial about how

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to create a tank part 2.

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In this part we will connect the head to the

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body and model the muscles.

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So this is where we left at our last tutorial

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section.

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And what we will do at the beginning is just

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to save our project.

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So save it as tank tutorial 2.

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Okay, so the first thing we will do is to

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go to the side view, activate the wireframe modus, and

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now we will have a look at what we are

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going to model.

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Now, the first thing I will model here is the

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connection between the head and the body.

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And for that I can see that this connection will

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more or less be a round thing.

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That means I will use the lathe command for that.

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The lathe command works like this.

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You just draw a line, for example, like this.

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And now you activate the lace command and animation master

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will go and rotate around one axis, this line.

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And as you can see, we have some kind of

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geometry here.

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And exactly like that we will create the connection between

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the head and the body.

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I go to the side view with the four key

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on the keypad again and I will have a look

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at this.

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So the first thing I will do is just go

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and hide everything else that can be done by just,

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for example, draw a line anywhere.

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Then just select it, press the hide button or the

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H key.

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Now I can delete this line because it was only

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there for activating the height function here.

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And now I have the total freedom to just use

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my add tool where I want.

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And I want it to run more or less like

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this.

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This will be the connection between the head and the

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body.

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Okay, so what we have to know about the lathe

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command is that it will always rotate around one axis.

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And this axis will in this circumstances be the Y

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axis here.

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And because the Y axis is not going to the

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middle of this connection here in my rotoscope, I just

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have to approximate how wide this connection will be.

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So let’s say it will be something like that.

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Okay, I will just select one point of this selection

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here or of the splint here and use the lathe

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command.

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As you can see, we have now some kind of

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geometry here.

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I will realign this geometry so that is more or

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less fits what I’m looking for here.

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Bringing this point a little bit down.

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Now sync this a little bit up.

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Doesn’t matter.

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So.

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But I just like it a bit cleaner here and

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I will unhide everything.

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Okay, so you see, I have a connection between the

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head and the body.

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I go to the shaded View so you can see

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what I have here.

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Okay, looks promising.

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So go back to the side view, go back to

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the wireframe mode.

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And what you can see here is that we have

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this connection.

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Now before I go on, I will give some of

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my geometry here.

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A group.

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That means, for example, this geometry, the head geometry here

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will have one group, the body geometry will have one

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group, and the connection will have one group.

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For that I just select one of the points here

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which are connected to the head and use a group

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connect function.

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The group connect function can be found by just pressing

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on the slash key.

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And everything that is connected to the selection you made

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will be selected now.

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Okay, so this is a hat.

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I will go to this part here, to the groups,

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and just give the untitled group that was created a

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name, for example, hat.

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Okay, so I can re access this part of the

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geometry now easily by just clicking on this group here.

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And the same will be done to the body.

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Group connect, body.

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And the same will be done for the connection here.

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Connection.

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Okay, so the next thing we have to model is

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this little part of geometry here which will cover more

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or less the connection part between the body and the

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connection.

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Okay, to do that I will do the same I

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did before.

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I just draw a line, then I select it and

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use the hide command again.

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I can now just delete this line.

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And now I will just draw a line which will

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be used in the lathe command to produce this kind

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of geometry here, for example, something like this, okay? And

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what I will do is I will use a peek

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command on this.

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Okay? And now I will give it some kind of

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a bevel, But I will do it by hand before

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I have a real geometry because it is now very

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easy to add this.

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And afterwards I would have to use a several plugin

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again.

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And it is always better to do it by hand.

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So I just click on one of the points here

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and I make sure that I select the splint here

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which is going from this point to this point.

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You can see that by this bias handler here and

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now I just use the Y key.

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And the Y key means that at this point, this

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splint I selected, the animation master will just create a

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new point in the middle between both CP’s here I

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just realign the CP, for example, like this.

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And I realign this CP, for example, like this.

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And as you can see, this is more or less

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like a beveled edge.

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Okay, so I will have to realign this because the

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rotation point will be at this axis here.

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So to give it more or less the right size,

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let’s say I will bring it to this point.

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Okay, now I just use the lace command and I

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will realign the new geometry I have here.

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And as you can see, it is more or less

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what we are looking for.

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Yeah, looks promising.

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Okay, so I will give this a group name, e.g.

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connection, Ring, Connection, wing, body.

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And I unhide everything to have a look at it.

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So just use a preview renderer.

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And as you can see that is very promising here.

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Back to the left view by hitting the four key.

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And even if it is not in the rotoscope here,

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I will do the same for the head.

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So I just grab this point here.

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Use the group connect command by pressing the slash key.

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Copy that, paste it, flip it on one of the

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axis.

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By right clicking on the selection and using flip Y

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axis I can see that the X we are looking

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for is the Y axis.

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Because at this point here you can see which axis

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you are using or you should use.

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As you can see, Animation Master flipped the geometry on

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the Y axis.

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Okay, so just realign it a bit.

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For example, like this.

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Okay, so as you can see this connection here is

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a little bit too big so that there is some

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kind of a bad looking part.

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And I will just rescale the connection.

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Oops, rescale it to something like this.

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And for that I have to rescale of course connection

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here too.

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So I could go to the connection and just rescale

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it to something that looks better here, for example, like

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this.

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Okay, so if I go to the shaded view, it

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looks promising.

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Yes, that’s what we are looking for.

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So if for example your shaded view isn’t rounded like

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this here, so that you can see what is happening

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here, you just have to hit the subdivision level to

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increase the subdivision here.

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You can decrease and increase the subdivision level by just

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clicking on this point.

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And that’s because your graphic card is using polygons.

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And so Animation Master has to convert patches to polygons.

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And so it just approximates where a polygon should be.

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And you can just set how many polygons will be

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set for one patch here.

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And it depends on your graphic card what is the

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best situation or the best setting for you.

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So if your graphic card is a better one, you

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can set this to a quite high number so that

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everything looks very smooth and very rounded here.

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Or if your graphic card can’t keep with the scene

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anymore, you just have to decrease the subdivision level.

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Ok, so we have the connection and the next thing

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we will have to model are the muzzles here.

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Ok, so I go to the wireframe mod and as

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you can see, the muzzles will have an equal transition

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between the head and the muzzles as our, for example,

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the body head with a connection here.

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So I will just grab this point, use a group

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command, copy it, paste it, bring it up, for example

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to there.

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And now I just rotate it 490 degrees.

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Okay.

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And rescale it.

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Good.

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Now I just grab this point, bring it back and

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it looks okay.

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And as you can see, I think I will use

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a little bit smaller muscles here because as you can

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see there is again a part which won’t look very

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good here.

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Okay, so what I want is that my transition here

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will be at the size that it will suit into

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this plane here or this patch.

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So I will just do that.

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Yes, and I will just use it like that.

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That’s okay for me.

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So the next thing are the muzzles.

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And one of the muzzles here is more or less

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just another lace command.

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So I will draw a line, for example, like that.

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Okay, just grab this point, use the group connect, hide

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everything else.

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And now I will just peak this points again.

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Okay, realign it a bit.

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Okay, so the next thing is we have to create

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a bevel here again like we did before.

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So just grab one of the points, use the Y

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key and use it again.

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Now just bring your points where you want them.

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For example, like this.

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Okay, I will do the same here and the same

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at this part.

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You don’t have to do that of course, but I

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think it will just look a bit better in the

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end.

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At this edge it doesn’t make sense to bevel and

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it doesn’t make sense to bevel the edges at this

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place because these places won’t be very visible.

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So okay, grab one of these points, bring it into

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the head here.

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And now I just grab all the points and bring

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it to our Y axis again, align it and use

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the lace command again.

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Okay, rotate it.

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Oops.

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One up, two up.

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And as you can see I will just bring it

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approximately where I want it.

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And what I see is that it is a little

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bit too big here.

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So I scale a little bit down, bring it in

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here again, realign these points, something like that, for example.

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Realign these points.

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Okay, so the next thing I will do is just

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to grab these points and use a lock command.

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So the first thing I do is to unhide everything.

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And now I use the lock command.

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The lock command means that everything I have selected is

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still selectable but everything that wasn’t selected is not selectable.

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That means, for example, at this circumstances where I just

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made some difference to my rotoscope here, I just have

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to have some kind of reference to just align this

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muzzle in the right way.

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And because of that I can use a lock command.

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And I don’t have to worry about something that, for

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example, I could just select more points than I wanted

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or something like that.

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Okay, so go to the front view by pressing the

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2 key on my keypad and realign my points of

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the muzzle here where I want them.

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Okay, so the same I have to do with this

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kind of connection here.

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So bring it here.

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Okay, maybe I will just go a little bit far

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to the edge here.

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Okay, so use a group connect again.

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And I think it is more or less okay, like

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this.

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Okay, so grab these points, use the group command again,

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Copy and paste it.

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Bring it to the other side approximately at the same

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spot, just mirrored.

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Okay, so as you can see, we have some kind

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of muscles here.

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So the last thing we will do in this section

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is to create these holes here in the muzzle.

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And for that there are several things you could do.

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One would, for example, be to model it.

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But I won’t do that.

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I will use a Boolean cutter.

00:20:16.865 --> 00:20:20.225
A boolean cutter means that I can specify some kind

00:20:20.265 --> 00:20:27.903
of geometry and tell this geometry to be always subtracted

00:20:27.959 --> 00:20:29.567
from others geometry.

00:20:29.751 --> 00:20:32.727
And that is done by using a bone and some

00:20:32.751 --> 00:20:33.607
kind of geometry.

00:20:33.671 --> 00:20:37.791
So the first thing I will do is to draw

00:20:37.903 --> 00:20:43.355
this geometry, for example, like this.

00:20:48.105 --> 00:20:57.921
I will realign the bias handler here, for example, like

00:20:57.993 --> 00:20:58.605
this.

00:20:58.905 --> 00:21:00.405
Looks okay to me.

00:21:02.185 --> 00:21:05.365
Maybe a little bit too much.

00:21:06.225 --> 00:21:08.017
Yes, I think that is okay.

00:21:08.201 --> 00:21:10.965
And now I use a lace command here.

00:21:11.305 --> 00:21:14.435
Grab my points, bring it to the right spot.

00:21:16.695 --> 00:21:21.115
Just rotate it, for example, like this.

00:21:22.375 --> 00:21:24.395
Bring it again to the right spot.

00:21:25.375 --> 00:21:31.135
Rescale it a little bit, for example, like this.

00:21:31.215 --> 00:21:35.755
Okay, looks good.

00:21:36.775 --> 00:21:38.435
Little bit bigger.

00:21:39.395 --> 00:21:47.131
Okay, so I just have to bring it in the

00:21:47.163 --> 00:21:49.655
right direction here.

00:21:50.035 --> 00:21:56.735
Now I will just copy this and bring it down.

00:22:00.515 --> 00:22:03.819
Look again from the side view, go to the front

00:22:03.867 --> 00:22:04.735
view again.

00:22:05.165 --> 00:22:07.305
Grab the other points here.

00:22:08.485 --> 00:22:15.185
Use the groove, connect, copy, paste, realign it.

00:22:16.365 --> 00:22:18.225
Then just rotate it.

00:22:20.885 --> 00:22:25.265
Okay, looks promising.

00:22:26.325 --> 00:22:27.985
I will save.

00:22:30.135 --> 00:22:34.831
So go back to the side view, Grab all the

00:22:34.863 --> 00:22:36.715
points of this geometry here.

00:22:38.815 --> 00:22:40.515
Use a group connect again.

00:22:41.855 --> 00:22:44.063
And now just copy it to the other side to

00:22:44.079 --> 00:22:57.525
my other muzzle, for example, like this.

00:22:58.265 --> 00:23:01.297
Okay, so the next thing we have to do is

00:23:01.321 --> 00:23:05.313
to tell animation master that this geometry here shouldn’t be

00:23:05.329 --> 00:23:05.785
rendered.

00:23:05.825 --> 00:23:10.161
Because if I render now, you can see it is

00:23:10.193 --> 00:23:13.045
just some kind of geometry which is rendered.

00:23:13.905 --> 00:23:18.369
Actually it doesn’t look very bad, but it is just

00:23:18.417 --> 00:23:21.325
not what we are wanted or what we want here.

00:23:23.225 --> 00:23:25.801
So the next thing we will do is to use

00:23:25.833 --> 00:23:27.129
the bones modus.

00:23:27.297 --> 00:23:31.177
The bones modus is normally used to rig a model.

00:23:31.321 --> 00:23:35.193
But at this point we are not at rigging but

00:23:35.329 --> 00:23:37.365
at more or less modelling.

00:23:37.785 --> 00:23:39.537
And what we have to do is just to add

00:23:39.561 --> 00:23:42.765
a new bone, for example to this spot here.

00:23:46.835 --> 00:23:51.211
Okay, go to the side view, bring it more or

00:23:51.243 --> 00:23:53.495
less to the right spot here.

00:23:54.075 --> 00:23:58.195
And now I have to assign these points of this

00:23:58.235 --> 00:24:00.335
geometry here to my bone.

00:24:00.795 --> 00:24:07.715
And in this circumstances we can just drag a rectangle

00:24:07.755 --> 00:24:09.739
around it and it should work.

00:24:09.867 --> 00:24:12.691
Okay, so have a look at your tank model here

00:24:12.723 --> 00:24:13.749
in the pvs.

00:24:13.907 --> 00:24:16.769
As you can see there is a bone which was

00:24:16.817 --> 00:24:17.625
created here.

00:24:17.745 --> 00:24:21.965
So rename it to Boolean for example.

00:24:22.785 --> 00:24:26.057
Then go to the properties and at this part you

00:24:26.081 --> 00:24:27.833
can see Boolean cutter.

00:24:27.969 --> 00:24:30.489
And I want it to be a Boolean cutter, so

00:24:30.657 --> 00:24:31.765
click it on.

00:24:33.105 --> 00:24:35.885
Okay, back to the modeling section.

00:24:38.305 --> 00:24:44.237
And if I now render, there are my holes and

00:24:44.261 --> 00:24:46.025
that’s everything I wanted.

00:24:46.765 --> 00:24:51.733
So just save your project now to for example tank

00:24:51.789 --> 00:25:01.741
tutorial 3 and we are through this section of the

00:25:01.773 --> 00:25:02.485
tutorial.

00:25:02.645 --> 00:25:04.877
But one last thing I will give you on the

00:25:04.901 --> 00:25:09.173
way is as you can see in real time views,

00:25:09.349 --> 00:25:11.865
the Boolean cutters won’t be rendered.

00:25:12.885 --> 00:25:17.117
You have to render one of the final or the

00:25:17.141 --> 00:25:20.985
preview renderings to see what the Boolean cutter does.

00:25:24.245 --> 00:25:27.725
Ok, so see you later in the next tutorial section.