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Bézier Surface - Page 10

August 17, 2001

This section describes how you might model a spoon using the Bézier surface reshape tools. Instead of using a tools-and- modifiers approach, we are going to directly edit the vertices and tangent handles that make up a Bézier surface. This is not for the weak-willed.

CAUTION: The following steps outline a process that requires a skill developed over time. Modeling using the vertices of an object, whether they be points on a 3D Bézier curve or the actual points that hold together the polygon mesh, is not easy. On the other hand, this is the essence of 3D modeling, and it is indescribably satisfying once it sinks into your brain.


Figure 20.8 Converting an object to a Bézier object

  1. Create a long flat cube, as shown in the following image.

  2. Convert to Bézier surface and enter reshape mode (CTRL- L). The dialog for converting shapes is shown in Figure 20-8.

  3. Use the add point tool to create three new points, as shown in Figure 20-9. These will be the tip of the spoon and the two rounded edges of the spoon.


    Figure 20.9 The add point tool for Bézier objects

  4. Switch to the move point tool and delete the two corner points on the top and bottom. In other words, eliminate the square edges on either side of the tip of the spoon. This is where your selection skill, which depends greatly on your skill in manipulating views, comes into play. You will have to delete the corners on both sides of the thickness of the spoon, for a total of four vertices.

  5. Create two more points for the shoulder of the spoon and bring them in to make the taper, as shown in Figure 20-10.

  6. Move the ends of the handle toward each other, so that the handle is the same width throughout.

  7. If you want to make it easier on yourself and give yourself fewer points to contend with, you can delete the bottom points on the handle end of the spoon and the points on the top surface where the dish of the spoon is. This will basically give you a patch— or a 2D mesh that wraps around 3D space. The effect is that the spoon looks like it is a single piece of flat material, stamped

  8. Keep working the tangent handles until you are satisfied with the shape of the spoon. Keep switching back and forth between views in each viewport, as well as between rendering options. You should be able to view only the things you want to view at any time.


    Figure 20.10 The spoon beginning to take shape


    Figure 20.11 The finished spoon

  9. Finally, when you are done, don't forget to exit reshape mode by selecting Modeling | End Reshape/ Edit or pressing CTRL-E. If you do forget, you will probably pull vertices to who-knows-where and get funny overlaps in your model. Be especially careful to save your models as you work because you have limited levels of undo.

Chances are you will make mistakes and have to start over several times in order to make a decent spoon. This is real 3D modeling. It's a little bit harder than drawing on a 2D plane. You should be starting to get a feel for how important it is to be able to manage your views and selections. As for adapting your mind to the way 3D programs represent space, that just takes time and practice.

Modeling Basics Using Strata - Page 9
Macromedia Flash 5 Developer's Guide
Path Extrude - Page 11


Up to => Home / Authoring / Flash / Dev




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