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Modeling
NURBS Modeling
1 NURBS Modeling 1
Modeling basics 1
Using construction history 2
Using curves to build surfaces 4
Creating objects using NURBS primitives 5
Creating surfaces 5
Editing curves and surfaces 7
Creating locators and measuring distances 10
Using the Show Manipulator Tool 11
Selecting an item’s history node 12
Changing a curve’s parameter range 14
Editing subCurves in the Attribute Editor 19
Editing parameters with manipulators 21
Editing attributes with manipulators 22
Using the Attribute Editor 22
Accessing the Attribute Editor 22
Using axes and pivot points 26
What are pivot points? 26
What is an axis? 29
Creating locators 31
Using Measure tools 33
Using distance measures 33
Displaying parameter values 38
Measuring arc lengths 41
NURBS modeling tips and tricks 45
Tools and actions 45
Workflow tips 45
Modeling tips 47
Using commands 49
Organizational tips 50
Special scripts 51
2 Introduction to Curves 53
Curve basics 53
Creating the perfect curve 54
Which curve creation method should you use? 54
What are CV curves? 57
What are edit point curves? 58
Deleting curve segments 58
Deleting CVs on a surface 59
3 Creating curves 61
Creating curves with CVs 61
Changing the CV curve shape 63
Setting CV Curve Tool options 66
Creating curves with edit points 69
Changing the edit point curve shape 70
Setting EP Curve Tool options 71
Creating curves using a pencil 73
Setting Pencil Curve Tool options 74
Creating a curve-on-surface 75
Creating trim curves 75
4 Editing Curves 79
Editing curves in the Attribute Editor 79
Transforming curves in the Attribute Editor 80
NURBS Modeling
This chapter contains short general descriptions of the Maya tools and
actions you use to create and edit NURBS curves and surfaces. It also
contains information about manipulators, the Attribute Editor and Channel
Box, creating locators, and the Measure tools. A compilation of NURBS
modeling tips and tricks are included at the end of the chapter.
This chapter includes:
• “Modeling basics” on page 1
• “Using curves to build surfaces” on page 4
• “Creating objects using NURBS primitives” on page 5
• “Creating surfaces” on page 5
• “Editing curves and surfaces” on page 7
• “Creating locators and measuring distances” on page 10
• “Using the Show Manipulator Tool” on page 11
• “Using the Attribute Editor” on page 22
• “Using axes and pivot points” on page 26
• “Creating locators” on page 31
• “Using Measure tools” on page 33
• “NURBS modeling tips and tricks” on page 45
See also Chapter 2, “Introduction to Curves” for information on curve basics,
Chapter 6, “Introduction to Surfaces,” for information on surface basics, and
for information on primitives and text curves, see Chapter 5, “Creating and
Editing Objects”
Modeling basics
Modeling in 3D is different from the conventional 2D drawing process.
Imagine working with wire. You first place wires that determine the basic
shape of the object, and then cover the wires with a surface that can be
positioned to create motion for an animation. Cover the surface with a skin
of almost any material you can think of, set up lights, and take a picture.
This is essentially how Maya works.
The surface can be shaped and refined in real time using four views. You can
build 3D surfaces in many ways. For example, you can start by extruding a
2D curve, revolve it or draw boundaries that define it, and then cut areas out
of the constructed surfaces by trimming them.
When you are satisfied with the model, you can turn the surface into a
photo-realistic image by adding textures, colors, highlights, and
backgrounds using the rendering functions and options provided. Use
raytracing to add highly accurate reflections, refractions, and shadows for
surfaces such as glass and water. And to complete the image, you can add
natural phenomena like fog, sky, and sunsets.
Non-Uniform Rational B-Splines (NURBS) are a special type of spline you use
to create smooth curves and surfaces. The curves and surfaces are defined by
a set of control points, which influence the object or shape in their vicinity.
The overall object shape is determined by the way the control points are
distributed in space. As you move the control points, the curve or surface
changes shape and follows the control points in an intuitive way that is easy
to work with.
extended curve
construction curve
If you want to turn off construction history before you create a surface, click
the Construction History On/Off icon from the Status Line.
NURBS Modeling
Construction Construction
history on history off
Now when you create the revolved surface and select the construction curve,
you can modify or delete it without changing or deleting the surface.
CV Curve Tool
A CV (control vertex) is a point that controls the shape of a curve or surface.
The CV Curve Tool is used to create free-form curves. CVs are placed one at
a time, and the curve is created when there are sufficient CVs to define at
least one span. For a degree 3 curve, at least 4 CVs are needed to create a
single span. The CVs can be manipulated using transformation tools to give
localized, predictable modifications to the curves and surfaces. See “Creating
curves with CVs” on page 61 for details.
EP Curve Tool
An edit point is a point that lies on the curve or surface. Use the EP Curve
Tool to place points one at a time. The curve is created to interpolate them
with one span between each edit point. See “Creating curves with edit
points” on page 69 for details.
NURBS Modeling
Several simple NURBS objects, such as spheres, cubes, cylinders, cones, and
planes, are called primitives. You can create primitives in a single operation
by selecting an item from the Primitives → NURBS menu.
You can create complex objects by combining, transforming, trimming and
cutting, or using surface functions, such as filleting, on these simple shapes.
Throughout this book, NURBS primitives are used in various surface
construction situations.
You can also create text (Primitives → Create Text) using a variety of fonts.
You can specify whether the text curves are NURBS, trim curves, or
polygons.
Creating surfaces
This section includes a brief description of the tools and actions you use to
construct surfaces using various methods and how to tailor your creations.
Revolving curves
Creating a surface of revolution is like using a lathe. First you create a
silhouette, or profile, then revolve it.Unlike the lathe, when you use
Surfaces → Revolve you can choose whether or not the object completes the
revolution. Instead of being limited by a closed 360 degree revolution, you
can specify the number of degrees. For instance, if you want the object to be
flat on one side, revolve it by 180 degrees. If it needs to fit in a corner,
revolve it by 90 degrees.
Extruding surfaces
An extrusion is defined by two splines—one spline for the outline of the
shape, and the other for the path that the outline follows. Extrusions are like
tubing that comes out of a machine. They have an outline that remains
consistent throughout their length. To define the path that the extrusion
follows, use Surfaces → Extrude.
Stitching surfaces
Use Prepare to Stitch to set up your surfaces before a stitching operation is
performed.
Use the Edit Surfaces → Stitch Tool to stitch, or align, two NURBS surfaces.
Use Edit Surfaces → Stitch Surface Points to stitch NURBS surfaces
together by selecting points on the surface.
You can also use Surfaces → Birail 1 Tool, Birail 2 Tool, and Birail 3+Tool
to create surfaces by combining three or four free-form curves that intersect.
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Editing curves and surfaces
After creating curves and building surfaces, you may want to modify them
using specific functions instead of moving points.
Adjusting CVs
Use Curves → CV Hardness to adjust CVs to build smoother curves.
Extending curves
Sometimes after you create a curve, you find that it is not long enough to
intersect other curves when using another operation (such as a Birail Tool)
or you want to use an extension of a particular curve to change a surface
(such as a revolved object). Use Curves → Extend Curve to extend a curve
or curve-on-surface using a linear, circular, or extrapolation method.
Offsetting curves
Use Curves → Offset Curve to create a curve parallel to the original at a
specified offset distance. To create a curve-on-surface parallel to the original
curve-on-surface, use Curves → Offset Curve On Surface.
Trimming surfaces
Trimmed surfaces let you cut surfaces in three dimensions. Applying one or
more trimming curves to an existing surface creates a new surface with areas
trimmed away. Use Edit Surfaces → Trim Tool to select the regions of the
surface to keep or cut away.
To be able to trim a surface, you must have curves-on-surface. There are
several ways to create such trim curves:
• Make Live. Draw a curve directly onto a surface by first making the surface
“live” (click the Make Live icon on the Status Line), then drawing on the
surface using any of the curve creation tools.
• Project Curve. Project a curve onto a surface using Edit Surfaces → Project
Curve.
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curves on the surfaces when using these functions.
Intersecting surfaces
Use Edit Surfaces → Intersect Surfaces to intersect one object with another.
Intersections can also be used to create the curves-on-surface you need to
trim a surface.
Filleting curves
Use Curves → Fillet Curve to create a bridge between two curves.The
resulting curves have the exact amount of roundness required, and the
curves do not necessarily have to intersect. There are two ways to construct
curve fillets—Circular and Freeform. You select the type you want from the
options window (Curves → Fillet Curve - ❐).
Creating locators
Use Primitives → Create Locator to create a locator to mark a position in
world space.
Maya also provides measure tools to measure distances and display
parameters on the curves and surfaces you create.
Measuring distances
Use Modify → Measure → Distance Tool to measure and display distances
between two specified points.
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Some functions display special manipulators that let you tailor a surface or
curve after a surface has been created. Use the Show Manipulator Tool to
edit the construction history of an operation or sometimes, the attributes of
an object itself. In other words, this tool lets you access the input node of an
object.
Curve Range
set to Partial
or
For an active object such as a NURBS primitive or a revolved surface, click
the Show Manipulator icon and click the item’s heading in the Channel Box.
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Tip
Select All History can display manipulators for multiple history nodes. To
edit the node you need, click the headings in the Channel Box to select
which one you want to edit, or open the Attribute Editor and select the
properties you want to change.
or
From the History list menu in the Status Line, select Revolve.
or
From the Channel Box, select the history node (revolve1).
In the following example, the history nodes for a revolved surface and the
curve used to construct it are selected. Click revolve1 to select the history
node for the revolved surface.
Click subCurve1 to select the history node for the construction curve.
Once the history nodes and the Show Manipulator Tool have been selected,
manipulators are displayed on the surface or the construction curve. To
interactively edit these nodes, click and drag the manipulators, or change the
values in the Channel Box or the Attribute Editor.
Tip
Some options windows include a Keep Original toggle. Toggle this on to
access the manipulators (for example, Curves → Detach Curves).
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1
Extrude options window.
2 Create the extruded surface from a curve and a primitive circle.
3 To display the curve range manipulators on one of the partial input curves
(in this case, the path curve, which is subCurve2), click subCurve2 in the
Channel Box and select the Show Manipulator Tool (if it is not already
selected).
4 To change the parameter value, drag a manipulator handle.
You can also enter values in the Channel Box to change the parameter value
without using the manipulator.
If you want to perform another function on the extruded surface and later
edit the subCurve, you can select the subCurves you need from the Channel
Box.
Tip
You can also type values in the Numerical Input line for the current
manipulator handle if you do not want to leave the Channel Box open.
Add the subCurve to the history menu to select it from there instead. See
“Adding a subCurve to the History menu” on page 17 for details.
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you have to add it to the menu first.
2 In the History list window, select List from the Filter pop-up menu.
This means, instead of selecting the subCurve manipulator from the Channel
Box, you can select it from the History list menu on the Status Line. You can
also access an Attribute Editor for the subCurves by clicking the option box
(❐) beside the heading. See “Editing subCurves in the Attribute Editor” on
page 19 for details.
Note
Adding a subCurve to the menu is done on a per-object basis, meaning if
you create another surface using a partial curve, that subCurve will not
appear in the menu.
NURBS Modeling
Select Object → subCurve1 - ❐ to open the Attribute Editor for a subCurve.
(Since some operations require that you use more than one subCurve, the
number after a subCurve heading represents the subCurve you want to
edit.)
Once a subCurve has been added to the History list menu, you can also open
the Attribute Editor for the subCurve by clicking the option box (❐) beside
the Sub Curve heading in either the History list menu from the Status Line
or the Inputs pop-up menu from the marking menu.
Input Curve
The Input Curve text box is read-only. Click the arrow beside the box to
access the curve you want to edit and to open its Attribute Editor.
Relative
Use the Relative toggle to turn the relative addressing mode on or off.
Relative is toggled on by default. If toggled off, the mode is absolute,
meaning the actual parameter range of the curve is used. If toggled on, the
parameter range of the curve is treated as though it were from 0 to 0.
NURBS Modeling
To display manipulators for the NURBS sphere, NURBS cylinder, and
NURBS cone primitives, select the Show Manipulator Tool while the
primitive is active. Then click the object’s heading in the Channel Box, select
it from the History list menu in the Status Line, or from the marking menu
Inputs pop-up menu. Click-drag the manipulator handles to edit the object.
For example, to display the manipulators for a NURBS cone primitive from
the Channel Box, first select the Show Manipulator icon, then click the cone’s
heading (makeNurbCone1):
To display manipulators from the History list menu, drag to the Make Nurb
Cone heading and release the mouse button.
To display manipulators from the marking menu, place the pointer over the
active NURBS cone, press the right mouse button and drag to select the
Make Nurb Cone heading from the Inputs pop-up menu, and release the
mouse button.
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heading from the Channel Box.
• From the marking menu, press and hold the right mouse button while the
pointer is over the active curve. Drag to the Inputs pop-up menu, select
Fillet Curve - ❐ and release the mouse button.
A node’s history section of the editor (in this case, the Curve Fillet History
section) includes all the information related to the creation of an item.
In this example, the editor contains the nodes for the input curves and the
various options that were set in the options window for a curve fillet,
NURBS Modeling
including:
Input Curve
This read-only information gives you access to the history of the curves you
used to create the fillet. Click the arrow buttons to select an input curve and
open its section of the editor.
Other attributes
Other curve fillet-related options which are also included in the Fillet Curve
options window.
If you select Blocking from the Node State pop-up menu, your surface
temporarily becomes invisible. This can be very useful when you have
complex scenes and want to edit only one facet of a surface.
For example, let’s say you have a complex revolved surface and want to edit
the curve, but you don’t want to wait while the revolve re-draws. You can
select Blocking and edit the curve.
To see the results, select the revolve surface’s node (either from the Channel
Box or the History list menu), and then select Normal from the Node State
pop-up menu in the Attribute Editor.
NURBS Modeling
3 Press the Insert key again to display the rotate manipulator, drag to rotate
the object.
2 In the Local or World Space sections, enter a value for Rotate Pivot and
press Enter. In the following example, the pivot is moved 5.0 units in the Z
direction in absolute local space. You can now rotate the object from that
pivot point location.
What is an axis?
NURBS Modeling
An axis is a straight line that indicates the origin and direction. For example,
by using two axes, a plane is determined: the XY plane is defined by placing
X and Y axes so they intersect at the origin. Three dimensions are
determined by using three axes: X, Y, and Z.
Command Action
toggleAxis -v true; displays the axis at the bottom left of each view
toggleAxis -v false; hides the axis at the bottom left of each view
Creating locators
NURBS Modeling
Use Primitives → Create Locator to create a space or curve locator.
A locator marks a position in world space. A locator is displayed as a small
gnomon; its lines extend in each direction along the X, Y and Z axes (like the
directional rods of a sundial). You can use point snapping to snap to a
locator position.
Click the locatorShape# tab to open that section of the editor. Enter X, Y, or Z
values in the Local Position boxes.
NURBS Modeling
The Measure menu includes the Distance Tool, Parameter Tool, and Arc
Length Tool. Click the triangle beside Measure in the Modify menu to
display the cascading menu.
The following example shows the distance locator when two points are
placed on a surface.
This shows the distance locator when one point is placed in world space and
the other is placed on the surface.
The following shows the distance locator when two points are placed on a
curve.
NURBS Modeling
To move the distance locator:
Select the Move Tool, then click to select a locator and drag to where you
want to measure the distance between. The distance measure updates
interactively.
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Normal
Normal
Curve direction
Surface direction
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To move the parameter locator:
Select the Move Tool, then click-drag a locator over the curve or surface. The
parameter values update as you drag.
If you create another locator, the previous locator is dimmed. This means
that you can move it later if you need to.
In the following example, the first figure shows the parameter locator on a
surface at the position where it was created. The second figure shows how
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the locator is modified when you change the U and V Param values.
Normal Normal
For curves, the distance of the specified point from the start point of the
curve is measured.
For surfaces, the specified point from the start point in both the U and V
direction is measured.
If you create another locator, the previous locator is dimmed, meaning you
can select to move it later if you wish.
NURBS Modeling
Attribute Editor. To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
Click the arrow beside the Nurbs Geometry box to access the curve or
surface for which you want to edit the locator.
In the following example, the first figure shows the arc length locator on a
surface at the position where it was created. The second figure shows how
the locator is modified when the U and V Param values are changed.
NURBS Modeling
The following information can be useful to get you started or if you run into
problems. A few special tricks are also included.
What is a tool?
If something is a tool, it contains the word Tool after its name (for example,
Curves → CV Curve Tool). When using a tool, first set the options in the
options window, select the tool, and then select the item. After the operation
is complete, you can change the object’s attributes in the Channel Box or
Attribute Editor if necessary.
What is an action?
If something is an action, you have to select the item first and then the
action. For example, if you want to create a revolved surface, first select the
profile curve you want to use, then select Revolve from the Surfaces menu.
Workflow tips
The following are some handy tips and tricks that can help to get you
started.
3 Select the Center option in the Hotbox Region section, and click to turn the
Left toggle on in the Mouse Button(s) section.
4 Click Apply Settings to assign a specific series of actions to the left mouse
button.
NURBS Modeling
5 Repeat this for the middle and right mouse buttons. Once completed, click
Close.
Modeling tips
Because many of the modeling functions in Maya are command based, the
selection order is critical. There are times when you have to select different
types of entities, such as isoparms (surface curves) or points on a surface.
2 Click the arrow to the left of this box to display a pull-down menu.
3 Select NURBS to change the selection mode so that you don’t have to know
if an isoparm, a curve, or a curve point has to be active to select something.
This mode places an override on the selection mode and lets you pick what
you want without worrying which mode you are working in.
This works well for modeling, but it can be cumbersome to continuously
select this option. For this reason, the right mouse marking menu lets you
select the kind of component you need when over an active object. You’ll
notice throughout this book that various modes of selection are used to let
you choose to adopt a method that you’re comfortable with.
In some cases, there may be multiple history nodes. To edit the node you
need, simply click the headings in the Channel Box to select which node you
NURBS Modeling
want to edit, or open the Attribute Editor and select the attributes you want
to change.
Using commands
The following commands can save you time when using any Maya tool or
action.
Warning!
Do not toggle this attribute on and off at whim as it may produce
unwanted results.
Organizational tips
The following tips can help when you use the Outliner or Hypergraph
windows.
Special scripts
NURBS Modeling
These special scripts provide you with a fast and easy way to perform
operations similar to the Power Animator functionality.
4 In the Bevel options window (Surfaces → Bevel - ❐), set the following
options:
Bevel Cap Edge to Convex
Bevel Corners to Circular Arcs
5 Click the Bevel button in the options window.
6 To put a lid on the surface, select the end (square) isoparm of the bevel
surface and select Surfaces → Planar.
NURBS Modeling
To build a model, you usually start by building curves that are combined to
create surfaces. You can create curves with CVs and Edit Points, or draw
free-form curves using the Pencil method. See Chapter 3, “Creating curves,”
for details about these curve creation methods.
The following topics are discussed in this chapter:
• “Curve basics” on page 53
• “Creating the perfect curve” on page 54
• “What is the curve degree?” on page 55
• “What is parameterization?” on page 56
• “Which curve creation method should you use?” on page 54
• “What are CV curves?” on page 57
• “What are edit point curves?” on page 58
• “Deleting curve segments” on page 58
• “Deleting CVs on a surface” on page 59
Curve basics
Once you create a curve, or a spline, you can build a surface from it.
B-splines are a series of polynomial curve segments that join to form one
continuous curve. The degree of the polynomials is from 1 to 7. In Maya, you
can draw splines to create complex shapes using a variety of editing tools.
The following shows the basic elements of a curve.
CV
Hull
Span
Start of curve
Edit point
Curve direction
• The start of the curve is indicated by a small hollow box at the first CV.
• The curve direction is displayed as a small letter u.
• A hull is the visual line that connects the CVs.
• The curve between two edit points is called a span. By modifying one or
more spans, you change the shape of the curve.
Try to create simple curves because they are easier to control. Curves with
less CVs are simpler and easier to manipulate.
The main advantage of using an edit point curve is that it interpolates the
points you place. In other words, build a curve with edit points if you need
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it to pass through certain points. When you place CVs, the curve only passes
through the end points.
Tips
Before you place the points to construct a curve, open the options window
for the curve tool you want to use. You can set specific options such as the
curve degree or whether you want to use uniform or chord knot spacing.
If you need more localized control, you can insert knots to add points. See
“Inserting knots and isoparms” on page 93 for more information.
Degree 1 curves have sharp corners at the edit points; degree 2 curves are
tangent continuous at edit points, but not as smooth. Degree 3 curves are
used more often since they work best with most modeling operations and
the result is a smooth curve with not too many points.
Tips
You need degree 3 or higher to achieve C(2) or G(2) continuity between
curves.
You cannot change the curve degree from the Attribute Editor. Use the
options window.
What is parameterization?
Parameterization specifies how knot spacing relates to the U parameter
values assigned to edit points.
Chord length If the curve is created with Chord length knot spacing, the parameter value
is determined by the position of the point along the length of the curve. An
initial parameter value of 0 is assigned to the start of the curve; the value is
increased proportionally to the chord length between edit points.
Uniform If the curve is created with Uniform knot spacing, the parameters have
equally spaced values (0, 1, 2, and so on) at edit points. The parameter
values of a uniform curve always range from 0 to the total number of spans
on the curve. A parameter value of 0 is assigned to the start of the curve; this
value is incremented by 1 for each edit point along the curve.
Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping.
Uniform curves have more straightforward parameterization and are used
more often than chord length curves. Uniform parameters can be easily
subdivided based on edit points; this makes it easier to use Insert Knot if
you need to add spans later.
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A CV is a point that controls the shape of a curve or surface. It is displayed
as a small filled box. Use the CV Curve Tool to create these kinds of curves.
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Note
When you create a curve using the Pencil Curve Tool, you cannot delete
curve segments by pressing the Backspace key. Instead, once the curve is
created, select CVs or edit points (in component selection mode) and then
press the Backspace key.
Single CV
Three CVs
in the same
row.
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Since curve creation methods are tools, first adjust the option settings in the
options window for the tool before you create the curves. If you create the
curves with the default option settings, you can later edit the completed
curve in the Attribute Editor.
The following topics are described in this chapter:
• “Creating curves with CVs” on page 61
• “Creating curves with edit points” on page 69
• “Creating curves using a pencil” on page 73
• “Creating a curve-on-surface” on page 75
Tip
Remember, more CVs doesn’t necessarily mean easier control. You should
try to keep the number of isoparms to a minimum.
Tip
If you hold the mouse button while you click, the CV can be dragged to
any location in the view. Release the mouse button to place the CV.
4 Click where you want to place the second CV. This CV is displayed as a
small letter u.
Once you place the CV, a line joins the two CVs. This is the hull line. The
hull line is part of the control polygon and does not represent a curve or
curve segment.
5 Click to place a third CV. Another hull line is created to connect the second
and third CVs. The curve is not built yet since this is a degree 3 curve (Cubic
by default) and you have to place at least four points.
6 Click to place the last and fourth CV. When you place the fourth CV, a curve
segment is created that interpolates the first and last CVs.
2
1
3
4
As you continue to place CVs, new curve segments are created and the curve
continually updates to interpolate the last CV placed.
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Tip
To complete the curve so you can start to place new curve points, press
Enter.
To create a CV curve-on-surface:
1 Select the NURBS surface.
2 Click the Make Live icon on the Status Line (or select Modify → Make Live)
to make the surface live.
3 Select Curves → CV Curve Tool and place the curve-on-surface CVs directly
on the live surface.
2 Drag the manipulator to move the CV and to change the curve’s shape.
3 To continue to change the curve’s shape, click with the left mouse button to
select another CV and drag the manipulator.
Tip
You can marquee-select more than one CV at a time.
or
While the pointer is over an active CV curve, use the right mouse button and
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drag to select Control Vertex from the marking menu.
3 Click to select the CV (or CVs) you want to move.
4 Select a transformation tool, (in this example, the Move Tool), and drag the
manipulator to move the CV.
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degree of the curve.
For example, a curve of degree 5 requires 6 CVs to form a curve segment.
6
1 2 3 4
5
8
1 2 3 4 5 6
Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping. See
“What is parameterization?” on page 56 for more information about knot
spacing.
Multiple End The joints where the curve spans are joined are called knots. Toggle Multiple
Knots End Knots on to help control the shape of the curve. The default is on.
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An edit point is a point that controls the shape of a curve or surface. Use the
EP Curve Tool to help define how many spans sit on the curve. Edit point
curves are also useful if the curve must go through certain points.
When constructing a curve with edit points, the edit points are visible while
the curve is being constructed. Unlike the CV method where you must place
several points to construct the curve, only two edit points are necessary to
create the initial curve segment, no matter what degree of curve.
1 3
2 4
Notes
You can only select one edit point at a time. This prevents the curve shape
from changing too much.
or
While the pointer is over an active edit point curve, use the right mouse
button and drag to select Edit Point from the marking menu.
3 Click to select the edit point (or edit points) you want to move. Select a
transformation tool (for example, the Move Tool), and drag the manipulator
to move the edit point.
NURBS Modeling
Set the tool options before you create the curve. To open the options
window, select Curves → EP Curve Tool - ❐.
To change the options after the curve is created, use the Channel Box or the
Attribute Editor. See “Editing curves in the Attribute Editor” on page 79 for
details.
Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping.
NURBS Modeling
Use the Curves → Pencil Curve Tool to sketch a curve, rather than create it
by placing CVs or edit points.
4 To stop sketching, release the mouse button. The line is fit with a curve that
has chord length parameterization by default.
Warning!
Curves created using a pencil usually have many CVs. Use
Curves→Rebuild Curves to smooth out and simplify this type of curve.
Creating a curve-on-surface
NURBS Modeling
A curve on surface is a curve that you create directly on a surface. These
special curves are created within the UV parameter space of a chosen surface
and become part of that surface.
Click the Make Live icon from the Status Line to make an active primitive
NURBS plane “live” and draw a curve on the surface.
Trim curve
Trimmed surface
See “Creating trim curves” on page 261 in Chapter 7, “Filleting surfaces,” for
information on filleting functions and their associated options.
See “Intersecting surfaces” on page 385 for more information about Intersect
Surfaces and its options window.
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onto a surface. The projected curves become trim curves.
See “Projecting curves” on page 390 for more information about Project
Curve and its options window.
NURBS Modeling
This chapter includes information about editing curves. It also describes
some of the tools you use to edit surfaces built from curves.
The following topics are discussed in this chapter:
• “Editing curves in the Attribute Editor” on page 79
• “Using the Curve Editing Tool” on page 84
• “Adjusting CVs” on page 90
• “Inserting knots and isoparms” on page 93
• “Extending curves” on page 100
• “Offsetting curves and curves on surface” on page 107
• “Fitting cubic geometry to linear geometry” on page 120
• “Filleting curves” on page 123
• “Opening and closing curves and surfaces” on page 133
• “Duplicating curves and isoparms” on page 139
• “Attaching curves and surfaces” on page 148
• “Detaching curves and surfaces” on page 156
• “Aligning curves and surfaces” on page 165
• “Projecting curve tangents” on page 186
• “Reversing the curve or surface direction” on page 195
• “Rebuilding curves” on page 199“
Transform Attributes
Use the Transform Attributes section to enter values to move, rotate, scale,
or shear the curve. You can also change the X, Y, Z rotation order or rotate
the local axes.
Pivots
Use the Pivots section to scale or rotate the world space pivot, and toggle the
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display of scale and rotate pivots on or off.
Limit Information
Use the Limit Information section to set limits to the transformations of the
curve. You toggle the Limit X, Y, or Z boxes on or off and then change the
values in the transformation boxes. When you do this, you can only move,
rotate, or scale to the unit value you set in the corresponding boxes.
Display
In the Display section, you can toggle the display of the local axis, display a
selection handle, set a default manipulator (if you use the Show Manipulator
Tool), or choose to hide the whole curve or toggle it into a template.
Click the triangle beside a heading to open that section of the editor.
Components
The Components section is displayed when you select a CV on a curve that
is created without history. The parameter boxes list the position of any CVs
selected on the curve. This information is also available from the Channel
Box.
Attribute Editor
Channel Box
Component Display
For curves created with CVs, the Component Display section lets you
change parameters to alter the curve’s display.
You can also toggle the display of CVs, edit points, or hulls on or off, and
turn off the display of the curve in the Object Display section.
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Object Display
The Object Display section lets you toggle the visibility of the curve on or
off, or turn it into a templated or intermediate curve. For example, the curve
becomes invisible since it will only be used as a guide for subsequent
operations.
Bounding Box
The Bounding Box Information section is read-only. It displays the minimum
and maximum world space coordinates of a curve along the X, Y and Z axes.
Tips
The Curve Editing Tool will not modify the parameterization of the curve
(chord or uniform). Use Curves → Rebuild Curves to do this.
Parameter Position
Tangent Scale
Point Position
Tangent Direction
NURBS Modeling
The parameter position handle of the manipulator determines on which
point on the curve the curve editor manipulator is acting. As you move it
along the curve, it shows the tangent and scale directions of the curve at that
parameter value. Click-drag to slide the parameter position manipulator
handle to a new position, or type a new value in the Numerical Input line,
then press Enter.
Tips
If you use the middle mouse button to drag the manipulator all the way to
the left, it indicates the beginning or start point of the curve.
If Snap to points is on when you are using this manipulator, you can snap
to edit points on the curve. Click the Snap to points icon on the Status Line
to turn snapping on.
In the following example, the Tangent Scale manipulator handle scales the
tangent.
Tangent Scale
manipulator
In this example, the Point Position manipulator handle changes the point
position.
Point Position
manipulator
Tangent Direction
manipulator
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The red and blue dashed lines represent the AxisManips. Click once on a
dashed line to align the tangent either horizontally or vertically.
Click the red dashed line to align the tangent horizontally.
Tip
If you want to add points to the start of a curve, first select Curves →
Reverse Curves to reverse the curve direction.
Click to add
a new CV.
2 With the right mouse button, click the Parm Points icon and toggle Edit
Points on from the pop-up menu.
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Tip
Make sure the Points icon is not selected, otherwise CVs are selected first.
or
While the curve is active, use the right mouse button to select Edit Point
from the marking menu.
3 Select Curves → Add Points Tool.
4 Marquee-select the edit point at the end of the curve (the last edit point
placed), then click to add a new edit point.
5 The new curve segment is tacked down from where you added the point.
Keep clicking to add additional edit points.
Adjusting CVs
Use Curves → CV Hardness to turn multiplicity factors of CVs on or off. See
“Setting Insert Knot and Insert Isoparm options” on page 96 for information
about changing the multiplicity factors for curve points.
Note
CV hardness only works on curves of degree 3 (cubic).
or
While the curve is active, use the right mouse button to select Control
Vertex from the marking menu.
3 Open the CV Hardness options window (Curves → CV Hardness - ❐) and
click to turn Multiplicity to Full or Off.
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Multiplicity
factor of 3 and the arcs in between have a multiplicity factor of 1. The
following options let you change the Multiplicity factors, or turn them off.
To change the multiplicity of the interior CVs to go from 1 to 3, select Full.
This is the default. To change a multiplicity factor from 1 to 3, there must be
at least two CVs on each side of the CV being modified that have a
multiplicity factor of 1.
To change the multiplicity of the interior CVs to go from 3 to 1, select Off.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the curve you changed. Click the arrow button to select the curve and
open its section of the editor.
Multiplicity Enter a value in the Multiplicity box, or use the slider to specify the number
of knots you want to insert when adjusting the CVs. See “Selecting the
number of knots or isoparms” on page 97 for information about changing
the multiplicity factor.
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Sometimes you need to add extra spans on curves or more isoparms on a
surface so you can edit surfaces to your specifications.
Use Curves → Insert Knot to insert additional points on a curve without
changing the shape of the curve. Use Edit Surfaces → Insert Isoparms to
insert additional isoparms on a surface without changing the shape of the
surface.
or
While the curve is active, use the right mouse button to select Curve Point
from the marking menu.
3 Click on the curve where you want to insert a knot. A point is highlighted
where you click.
Tips
To change the location of the new knot before you insert it, hold the mouse
button and drag the highlighted point to where you want it. As the
location of the knot changes, the parameter value on the Feedback Line
updates to indicate the new position of the point on the curve.
You can select more than one curve point at a time. Press the Shift key
while selecting the curve points then select Curves → Insert Knot.
or
While the surface is active, use the right mouse button to select Isoparm or
Surface Point from the marking menu
3 Click-drag an existing isoparm to where you want to add a new isoparm, or
select a point on the surface and click-drag, then select Edit Surfaces →
Insert Isoparms to insert the new isoparm.
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Tip
Unlike a curve which has only a U parametric direction, a surface has both
a U and a V parametric direction. If you are inserting a U directional
isoparm, you can only move along the V parametric direction on the
surface. If you are inserting a V directional isoparm, you can only move
along the U parametric direction on the surface. Look in the Feedback Line
to verify your selection.
You can select more than one isoparm at a time. Hold the Shift key while
selecting the isoparms then select Edit Surfaces → Insert Isoparms.
When you insert an isoparm, the Channel Box includes a Parameter box, as
well as a Direction pop-up menu.
Enter a value in the Parameter box to reposition the isoparm. With the
pointer over the Direction box, use the left mouse button to insert the
isoparm in U or V. A Direction pop-up menu is also available in the
Attribute Editor.
Multiplicity You can use the Multiplicity options to insert knots or isoparms
concurrently or one-by-one.
Inserting knots or isoparms concurrently
Select Set to and continue inserting new knots into the curve or isoparms to
the surface until you achieve the specified multiplicity value. For example, if
multiplicity at a point is 1 and the value in the Multiplicity box is set to 3,
two knots are added to achieve a multiplicity of 3 on a CV curve.
See also, “Adjusting CVs” on page 90 for more information about turning
the multiplicity factors of CVs on or off.
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Set to 3
Note
These new knots do not change the shape of the curve or surface.
If you select the Show Manipulator Tool before you insert an isoparm, the
isoparm remains highlighted after the insert operation is performed. This
means you can drag the isoparm to a new location while the surface is
active.
See “Using the Show Manipulator Tool” on page 11 for more information
about the Show Manipulator Tool and modeling functions.
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Input Curve/ The Input Curve or Input Surface information is read-only. It gives you
Surface access to the history of the curve or surface isoparm you used. Click the
arrow button to select the curve or surface isoparm and open its section of
the editor.
Add Knots The Add Knots toggle is the same as the Multiplicity toggle in the options
window. If toggled on, the number of knots you specify (in Number of
Knots below) are added. If toggled off, knots are added until the number of
knots you specified is achieved.
Parameter The Parameter section of the editor includes the value you set in the Channel
Box. This value is used to reposition the knot on the curve or the isoparm on
the surface. See “Positioning knots or isoparms using the Channel Box” on
page 95 for details.
Number of The Number of Knots section lets you specify how many knots or isoparms
Knots you want to insert. This is the same as the Multiplicity option in the options
window.
Direction For isoparms, a Direction pop-up menu is available. Use this to insert the
isoparm in U or V. You can also select an insert direction from the Channel
Box.
Extending curves
Sometimes after you construct a curve you find that it is not long enough to
intersect other curves when using another operation (such as a Birail Tool),
or that you want to use an extension of a particular curve to change a surface
(such as a revolved object).
Use Curves → Extend Curve to extend a curve or curve-on-surface using a
linear, circular, or extrapolation method.
Note
If you extend a curve-on-surface the result will be a NURBS curve (a 3D
curve instead of a 2D curve).
To extend a curve:
The following example uses the default options — a linear extension at the
end point of the curve. Change the options to extend curves to suit your
needs.
1 Pick the curve you want to extend.
2 Select Curves → Extend Curve. By default, the extension occurs at the end of
the curve at a unit distance of 1.0000.
To see the new points on the curve, select Display → NURBS
Components→ CVs or Edit Points. In the following example, notice the
added points where the curve extension occurs on the CV curve.
Extension
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To open the options window, select Curves → Extend Curve -❐.
Note
For Linear extensions, the result is a linear distance. For Circular
extensions, the result is an arc length distance. For Extrapolate extensions,
the extension curve has an arc length equal to distance.
The following example shows what happens when you change the default
distance value on a curve that was used to create a revolved surface with
construction history.
Distance changed to 3
Construction curve Default distance = 1
Press the Extend button to continue extending the curve by the distance you
specify.
Construction curve
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Linear, Circular, and Extrapolate.
If the curve is already extended, select it and undo the previous extension.
Select an Extension Type button, then press the Extend button.
Linear The Linear extension type extends the curve in a straight line. This is the
default.
Extrapolate When you use Extrapolate, the extension maintains the tangent of the
selected curve.
start
end
Original curve
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Note
Be careful when you toggle Join to Original off. If both Keep Original and
Join to Original are toggled off, the extension curve replaces the original
curve.
Drag the manipulator to further extend the curve, or type a distance value in
the Channel Box. See “Using the Show Manipulator Tool” on page 11 for
more information about the show manipulators.
The options you set in the options window or the Channel Box are
displayed. See the option descriptions for details. The Attribute Editor for a
curve extension includes the following additional parameters:
Input Curve Input Curve information is read-only. It gives you access to the input curve
you extended. Click the arrow button to select the curve and open that
section of the Attribute Editor.
Input Point If Point is selected as the Extend Method in the options window, the Input
Point parameter boxes are made available.
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Use Curves → Offset Curve to create a curve parallel to the original at a
specified offset distance.
Use Curves → Offset Curve On Surface to create a curve-on-surface parallel
to the original curve-on-surface.
To offset a curve:
1 Select the curve you want to offset, then select Curves → Offset Curve.
2 An offset curve is created at a default offset distance of 1.0.
You can also change the offset distance from the options window, the
Attribute Editor, or the Channel Box.
or
While the surface is active, use the right mouse button to select Isoparm
from the marking menu.
3 Click the isoparm you want to offset.
4 Select Curves → Offset Curve. The isoparm is offset by the default offset
distance of 1.0.
If you want, you can now use this isoparm to create a beveled edge to the
cylinder.
5 While the offset curve is highlighted, select Surfaces → Bevel.
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Change the offset distance from the options window, Attribute Editor, or the
Channel Box. The following shows how to change the offset distance from
the Channel Box.
6 To select the offset surface isoparm, open the Outliner or Hypergraph
window (Window → Outliner or Hypergraph).
7 Click the heading for the offset curve in the Channel Box and enter a new
Distance value for the offset.
To offset a curve-on-surface:
1 Draw a curve-on-surface, or use another method to create a curve-on-surface
(see “Creating a curve-on-surface” on page 75 for details). In this example,
the surface is live and the curve-on-surface is drawn in the top view.
NURBS Modeling
You can now use the Trim Tool (Edit Surfaces → Trim Tool), for example,
to trim these sections out of the surface.
NURBS Modeling
Tip
Planar curves are offset in the plane of that curve. 3D curves are offset in
3D. If the original geometry is rotated out of the main planes or
construction planes, you can get unexpected results when you create an
offset using the Active View normal direction. If this happens, delete the
offset geometry and create it again using the Geometry Average
calculation.
Note
When Connect Breaks is set to Circular or Linear, multiple knots are
inserted on the curve to preserve the curve shape. Any adjustment made to
the curve later in the vicinity of the multiple knot locations may result in
tangent breaks along the curve.
NURBS Modeling
Max
Subdivision the maximum number of times the offset geometry can be subdivided within
Density the current tolerance. The default is 5, which means any single span on the
curve could be subdivided up to 5 times.
Note
A few functions include Use Tolerance as a construction operation
alternative. For example, you can create a revolved surface with a preset
number of spans, or you can toggle Use Tolerance on so that the revolved
surface is closer to the actual surface of revolution.
If you select Global tolerance, the Positional value you set in Options →
General Preferences → Modeling to calculate the tolerance is used.
If you select Local tolerance, a box displays where you can enter a new value
to override the Positional tolerance value you set in Modeling Preferences.
Local tolerance is useful where you want to change these values often, but
don’t want to change the Global tolerance all the time.
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Setting Offset Curve On Surface options
Select Curves → Offset Curve On Surface - ❐ to open the options window.
Most of the options in this options window are the same as the options for
Offset Curve. See “Setting Offset Curve options” on page 112 for details. The
following describes the one option particular to Offset Curve On Surface.
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
The Attribute Editor for an offset curve contains the attributes for the type of
input you used to create the offset.The options you set in the options
window or the Channel Box are displayed. See the option descriptions for
details.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves or isoparms you used. Click the arrow buttons to select the
input curve or surface isoparm and open its section of the editor.
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attributes are not available for an offset curve-on-surface.
Tip
Typically you use Fit B-spline when importing curves and surfaces from
other systems that may import to Maya as degree 1 (linear) geometry.
Degree 1 geometry is also quite common when working with digitized
data.
NURBS Modeling
Select Curves → Fit B-Spline - ❐ to open the options window.
Input Curve The Input Curve information is read-only. It gives you access to the original
curve you used. Click the arrow button to select the curve and open its
section of the editor.
Tolerance The Tolerance value you set in the options window is displayed. See the
option descriptions for details.
Filleting curves
NURBS Modeling
Use Curves → Fillet Curve to create a circular bridge between two NURBS
curves or two curves on surface.
There are two ways to construct curve fillets: Circular and Freeform. Select
the type you want from the options window before you create the fillet.
Circular is the default fillet construction type.
Tips
If you select more than two curves, the last two selected curves are used to
create the fillet curve.
If creating a circular fillet, make sure the curves are on the ground plane or
the same construction plane.
3 Select Curves → Fillet Curve to create the curve fillet, or click the Fillet
button in the options window.
TopPoint manipulator
Param manipulators
NURBS Modeling
3 Click-drag the param manipulators to interactively slide the fillet curve
along the input curves.
4 In the following example, notice how the values update in the Channel Box
when all three manipulators are adjusted.
As you drag a manipulator, the parameter values are also updated in the
Feedback Line. If you want, you can enter a numerical value in the
Numerical Input line when a manipulator is active.
NURBS Modeling
As you drag a manipulator, notice how the parameter values change in the
Channel Box and the Feedback Line and how the freeform fillet curve is
adjusted. You can also type a numerical value in the Numerical Input line
when a manipulator is active.
Freeform fillet with Trim toggled off. Same fillet with Trim toggled on.
Join The Join toggle is only available when Trim is toggled on. Use this option to
join the trimmed curves to the fillet curve.
NURBS Modeling
When Join is When toggled on,
toggled off, the both the trimmed
trimmed curves curves and the fillet
are not joined to curve are joined.
the fillet curve.
Note
The Radius option is not available when you select the Freeform fillet
construction type.
Note
If Blend Control is toggled on when constructing circular fillets, the
resulting fillet will not be truly circular. The true contact points from the
circular fillet are used to create a freeform fillet.
Bias The Bias value controls how much the fillet curve is pulled to either of the
two curves. See the following examples.
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Depth = 0.5000 Depth = 0.0000
Bias = 0.0000 Bias = 0.5000
(default)
Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves you used to create the fillet. Click the arrow buttons to select
one of these curves if you want to edit it.
Curve The Curve Parameter1 and Curve Parameter2 values correspond to the
Parameters fillet’s param manipulators you see when the Show Manipulator Tool is
selected. These parameter values define the region between the two curves
where the fillet curve is created.
NURBS Modeling
Use Curves → Open/Close or Edit Surfaces → Open/Close to toggle curves
and surfaces open or closed.
2 Pick the construction curve and select Curves → Open/Close. The revolved
surface is now closed.
3 You can open it again by selecting the construction curve and clicking
Curves → Open/Close.
NURBS Modeling
Select Curves → Open/Close Curves - ❐ to open the options window.
U V Both
or
While the surface is active, use the right mouse button to select Isoparm
from the marking menu.
3 Click on an isoparm in the direction in which you want it to open or close.
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U V U/V
The Attribute Editor for a closed curve contains the same attributes for
curves. See “Editing curves in the Attribute Editor” on page 79 for details.
For a closed surface, the options you set in the options window or the
Channel Box are displayed. See the option descriptions for details.
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Use Curves → Duplicate Curves to transform a curve-on-surface, a
boundary curve, or an interior isoparm of an existing surface into a 3D
curve.
or
While the surface is active, use the right mouse to select Isoparm from the
marking menu.
4 Click on a surface isoparm that is going in the same direction as the one you
want to duplicate.
5 Click-drag the isoparm to the required location, then release the mouse
button.
New 3D curve
NURBS Modeling
Notes and Tips
All transformations of the surface where the original curve is located are
combined and applied directly to the CVs of the new duplicated curve.
This places the duplicate in the same location in space as the original.
To duplicate a curve-on-surface:
The following shows how to duplicate projected text to create a text string
which follows the curve of a NURBS sphere.
1 Create and scale a NURBS sphere larger than the default.
2 Use Primitives → Create Text to create text and scale it larger than the
default size. See “Creating and editing text” on page 235 for more
information.
3 Marquee-select the sphere and the text, then use Edit Surfaces → Project
Curve to project the text onto the sphere. See “Projecting curves” on page
390 for more information.
4 Select Curves → Duplicate Curves and use the Move Tool to move the
duplicated text off the sphere.
NURBS Modeling
4 Deselect the curve and select Modify → Make Live again to deselect the
surface. The curve you just created is highlighted.
5 Select Curves → Duplicate Curves. The curve is duplicated and appears in
the lead object color.
6 Click the Snap to grids icon on the Status Line.
7 In the top view use the Move Tool and click-drag to move the duplicated
curve to the other side of the surface and rotate it in Y by -180.
8 To move the duplicated curve back onto the cylinder, enter 0, 0, 0 in the
Translate X, Y, and Z boxes in the Channel Box or in the Attribute Editor.
10 Click to deselect everything. Select Edit Surfaces → Trim Tool, then click on
the cylinder as the area to keep. Press Enter to trim the holes out of the
surface.
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project it back onto the surface to create a curve-on-surface and retain the
curve’s shape.
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Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
A duplicated curve includes the same options and parameters for a curve.
See “Editing curves in the Attribute Editor” on page 79 for details.
Original curves
If history is on and Keep Original is toggled off, the attached curve replaces
the first curve. When you scale the resulting attached curve, the scale is
applied to the original curve (the one that was replaced) and changes the
shape of the curve, thereby changing the attachment.
If you want to scale the attached curve and maintain its shape, make sure
construction history is off when Keep Original is toggled off, or both
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construction history and Keep Original are set to on.
You can also place a curve point to specify the attach location. To place a
curve point, use the marking menu or the Select by component type icon.
2 Click on the curve where you want to place the first curve point. A point is
displayed at the click location.
NURBS Modeling
1
2 With the right mouse button, click the Parm Points icon and toggle Curve
Points on from the pop-up menu.
3 Click on the first curve to place the first point and Shift-click on the second
curve. Points are displayed at each click location.
Important Note
When you select isoparms to attach surfaces, the surfaces are attached
depending on the selection order. In the following example, the isoparms are
selected in a different order. Notice the difference between the two resulting
surfaces. The same applies when attaching two curves.
Pick first
Pick first
Select
isoparm
3 With the pointer positioned over this surface, use the right mouse button to
select Isoparm from the marking menu again.
NURBS Modeling
4 Shift-select the second isoparm.
5 To attach the surfaces, select Edit Surfaces → Attach Surfaces.
3 Click on the first isoparm you want to attach, then Shift-select the second
isoparm.
4 Select Edit Surfaces → Attach Surfaces to attach the two surfaces.
5 To return to object selection mode, click the Select by object type icon on the
Status Line.
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Tip
If you construct the initial curves or surfaces carefully, an attach usually
produces the desired results without knot insertion. If you perform an
attach operation with Multiple Knots set to Remove and then feel you
need more localized control, you can reverse it using Edit → Undo, then
perform the Attach again with Keep selected.
To detach a curve:
The following shows what happens when you detach part of the
construction curve used to create a revolved surface. The revolved surface
must be created with the Construction History icon on.
1 Select the original construction curve.
2 Click the Select by component type icon from the Status Line.
3 With the right mouse button, click the Parm Points icon and toggle Curve
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Points on from the pop-up menu.
or
While the pointer is over the active curve, use the right mouse button to
select Curve Point from the marking menu.
4 Click where you want to detach the curve. A point appears where you click.
This point is the parameter value.
Tip
To change the detach location before detaching the curve, click on another
point and drag it along the curve.
6 To delete the unwanted curve section, deselect everything, select the part of
the curve you want to delete and press the Backspace key.
You can also detach at more than one curve point at a time. Shift-click when
placing the curve points and select Curves → Detach Curves.
2 With the right mouse button, select Curve Point from the marking menu.
3 Click to determine a detach point, then select Curves → Detach Curves. This
moves the start point to the curve point position.
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start point start point moved
detach point
To detach a surface:
1 Select the surface you want to detach.
or
While the pointer is over the active surface, use the right mouse button to
select Isoparm from the marking menu.
4 Click on the isoparm where you want to detach the surface.
5 Select Edit Surfaces → Detach Surfaces. The surface is detached from the
isoparm location you specified.
You can also detach at more than one isoparm at a time. When you select the
isoparms, Shift-click to select more than one isoparm, then select
Edit Surfaces → Detach Surfaces.
NURBS Modeling
Setting Detach Curves and Detach Surfaces options
Select Curves → Detach Curves - ❐ or Edit Surfaces → Detach Surfaces - ❐
to open the options window.
If you later want to change this value with the Show Manipulator Tool,
select the detached curve, then select the detach curve node in the Channel
Box, and enter a new parameter value.
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Input Surface The Input Surface information is read-only. It gives you access to the history
of the surface you detached. Click the arrow button to select the surface and
open its section of the editor.
Direction Use the Direction pop-up menu items to specify the direction of the
detachment.
To change the detach direction, select U from the Direction pop-up menu to
detach the isoparm from a parameter value of 1.5 in the U direction.
NURBS Modeling
Use Curves → Align Curves and Edit Surfaces → Align Surfaces to
establish continuity between curves and surfaces.
What is continuity?
Continuity between curves or surfaces can be an important factor when you
want to create the perfect surface for animation and rendering purposes.
Aligning always enforces at least positional continuity, and lets you enforce
tangent and curvature continuity. Once the selected elements are aligned,
you can adjust the tangent magnitude at the junction of the two elements by
setting options or manipulators to give you more control when modifying
the aligned elements.
1st CV
2nd CV
Tangent continuity uses
the second CVs to achieve
tangent continuity.
1st CV
Curvature continuity uses 3rd CV
the third CVs to achieve
curvature continuity.
When you use Align, the selected elements are modified to positional
continuity based on one option setting, then modified to tangent continuity
based on a second option setting. See “Setting Align options” on page 172
for more information.
Important notes
The Align options windows (both for curves and surfaces) contain an
Attach toggle that lets you attach the original curves or surfaces after the
align is performed. Attach is toggled off by default. If this option is on,
toggle history off (the Construction History icon in the Status Line) or odd
behavior can occur if the aligned curve or surface is modified later. See
“Attaching curves and surfaces with history off” on page 148 for examples.
Aligning Curves
To specify the align location for curves, you have to place curve points. Use
the Select by component type icon or the marking menu.
The following alignment is performed using the default option settings.
3 Click on the first curve to place the first point, and Shift-click on the second
curve. Points are displayed at each click location.
4 Select Curves → Align Curves to align the two curves.
NURBS Modeling
If necessary, you can also select the curve point and drag it to the desired
location.
To return to object selection mode, click the Select by object type icon on the
Status Line.
2 Click on the curve where you want to place the first curve point.
NURBS Modeling
Tips
A curve can only be aligned to another free curve. A curve-on-surface can
only be aligned to another curve-on-surface, provided it is on the same
surface.
Aligning surfaces
To specify the align location for surfaces, you have to select surface
isoparms. Use the Select by component type icon or the marking menu.
The following alignment is performed using the default option settings.
3 Click on the isoparms where you want to align the surfaces, then select
Edit Surfaces → Align Surfaces.
Tips
You can also hold the mouse and drag the isoparm to another location if
necessary.
Align limitations
• You cannot align closed/periodic curves or surface boundaries that are
closed/periodic.
• An exact tangent or curvature continuous surface cannot be guaranteed if
surfaces are rational (if the weight is not 1.0, the surface is rational).
• You cannot align a free curve to a curve-on-surface.
• You cannot align a curve or surface to itself.
NURBS Modeling
For example, if your surfaces look like the following you can still align the
two surfaces, but Align uses the boundary of the underlying surface of the
trimmed surface.
1 Select an isoparm at the edge of the untrimmed surface and one near the
trimmed edge of the other surface.
See “Editing the alignment using manipulators and the Channel Box” on
page 178 to find out how you can adjust some of these parameters in the
Channel Box to suit your needs.
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boundary. Continuity options let you specify how to achieve continuity for
the two elements. See “What is continuity?” on page 165 for more
information about continuity.
Position Positional continuity means that the ends of two curves or the edges of two
surfaces meet exactly. The following shows how curves are aligned with
each Modify Position option (First, Second, and Both).
When Keep Original is toggled on, notice how the curves are aligned by
comparing the position of the original curves to the aligned curve. The
alignment occurs depending on which curve is selected first (white) and last
(green).
Second
See “Changing the order of the alignment” on page 174 for more information
about the order in which you want the curve or surface modified.
Tangent Tangent continuity exists when two elements are placed end to end, but the
tangents at the two endpoints also match.
curve 2
Curvature Curvature continuity exists when two elements that meet with tangent
continuity also have the same curvature at the joint. When this option is
selected, the curvature scale sliders are enabled.
See also “Scaling the tangent and curvature alignment” on page 177 for
information on increasing or decreasing the tangent magnitude or curvature
at the end of a curve.
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Second The entire second The entire second
Only the shape of the curve moves so its surface moves so its
second element you start point coincides start boundary
select is modified. with the end of the coincides with the
first curve. end boundary of the
first surface. Some
adjustments are made
to the second surface
start boundary CVs.
Both The entire first and The entire first and
The shapes of both the second curves move second surfaces move
first and second so that the end points so that the end
elements you select coincide with each boundary of the first
are modified. other. The CVs at the surface and the start
end points are moved boundary of the
halfway along the line second surface
of minimum distance. coincide. The adjacent
boundary CVs move
halfway along the line
of minimum distance.
Note
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Curvature continuity is applied to the curve or surface that is modified for
tangent continuity (see the table above).
Tangent scale
manipulators
Use to adjust
Join parameter
If Continuity is set to Curvature and the scale value is more than 0, more
manipulators are added.
The example on the left shows the manipulators for the default, Curvature
Scale First and Second set to 0.0. The example on the right shows the
manipulators if the scale values are changed to 2.0
You can edit the options in the Channel Box for selected items. For example,
if you edit the tangent scale parameters in the Channel Box for a curve,
notice how the manipulators are adjusted.
NURBS Modeling
Some of these parameters are also included in the Attribute Editor. See
“Editing the alignment in the Attribute Editor” on page 180 for details.
Enter parameter values, or choose items from the Continuity Type pop-up
menus using the left mouse button. Type on or off to toggle the Reverse and
Swap parameters as well as Tangent and Curvature Continuity. The
Direction U parameter determines in which direction the alignment occurs.
If off, the alignment occurs in the V direction.
See the section describing the Reverse, Swap, and Twist toggles in “Editing
aligned surfaces in the Attribute Editor” on page 183.
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The Align History section of the editor for a curve alignment includes
options you set in the options window or the Channel Box.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves you aligned. Click the arrow buttons to select an input curve
and open its section of the editor.
Positional/ For details on Positional and Tangent Continuity types, see “Determining
Tangent the continuity between intersections” on page 173.
Continuity
Join Parameter The Join Parameter slider becomes available depending on the Positional
Continuity Type you select. Use Join Parameter to define the parameter on
the first/second item at which the alignment is performed. For example, if
Move First is selected for curves, the join parameter defines the point on the
second curve where the first one is aligned.
Reverse For curves, the Reverse toggles specify whether the curves must be reversed
before performing the alignment. Remember, Align uses the end point of the
first curve and the start point of the second curve.
Interior The Interior Blending sections are the same as the Tangent Scale options in
Blending the options window. The sliders become available depending on which type
of continuity you select.
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The Align History section of the editor for a surface alignment includes
options you set in the options window or the Channel Box.
Input Surface The Input Surface information is read-only. It gives you access to the history
of the surfaces you aligned. Click the arrow buttons to select an input
surface and open its section of the editor.
Positional/ For details on Positional and Tangent Continuity types, see “Determining
Tangent the continuity between intersections” on page 173.
Continuity
Join Parameter The Join Parameter slider becomes available depending on the Positional
Continuity Type you select. Use Join Parameter to define the parameter on
the first/second item at which the alignment is performed.
Reverse/Swap The Reverse and Swap toggles for surfaces define whether the surfaces have
to be reversed and or swapped before performing the alignment (remember,
align uses the end of the first surface and the start of the second). The
reverse is done in the direction defined by Direction U (on or off) in the
Channel Box.
Twist If Twist is toggled on, the second surface is also reversed in the opposite
direction of Direction U. Turn this on if your aligned surface is twisted.
For example, if you align the surfaces and the surface boundaries are going
in different directions, the following results.
When you marquee-select the surfaces, the align result is twisted. Turn
Twist on either from the Attribute Editor or in the Channel Box to correct
the problem.
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Twist off Twist on
The other alternative is to check the surface U/V direction before you align
the surfaces. Use Edit Surfaces → Reverse Surfaces to reverse the surface
directions if necessary. See “Reversing the curve or surface direction” on
page 195 for details.
Align result
Interior The Interior Blending sections are the same as the Tangent Scale options in
Blending the options window. The sliders become available depending on which type
of continuity you select.
NURBS Modeling
Note
In some cases, you cannot project one curve tangent onto two surfaces at
different ends of the curve. You must be careful that there are enough
interior CVs to avoid any overlap. For instance, if the curve is cubic and
you want to project both ends of the curve with curvature continuity, you
should make sure that the curve has at least three spans (that is, a total of
six CVs).
Intersection point
2 Select the curve for which you want to project a tangent first then Shift-select
the other curves.
3 The tangent is projected depending on which curve you select last
(highlighted in green).
NURBS Modeling
Setting the tangent align direction
Tangent Align The Tangent Align Direction options provide a convenient way to either:
Direction
• reverse the direction of the curve’s tangent vector,
• automatically align the tangent vector with either the U or V parameter
directions of the intersecting surface or two curves.
Select either U or V to pick which tangent you want to use for the
adjustment. U is the U direction of the surface, or the second selected curve.
V is the V direction of the surface, or the third selected curve.
Normal is the normal vector of the tangent plane. Select the Normal option
to make a curve normal to or perpendicular to a surface or two curves.
When selected, the curve is no longer tangent continuous to the surface since
it is perpendicular to the surface.
Notes
When you select Normal, it becomes the mode you are working in for the
current curve modification. To return to the general project tangent
operation, select either the U or V tangent align direction.
Note
If you change the Tangent Rotation value, the curve is no longer tangent
to the surface or two other curves.
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performed.
Curvature manipulators
The manipulators correspond to the Construction method you used in the
options window. For example, if the project tangent Construction method is
Curvature, an extra manipulator appears.
If the Curvature Scale value does not equal 0, the Curvature Scale Point
manipulator appears at the specified scale location. In the following, the
scale value is 4.0.
Tangent manipulators
The following examples show the manipulators for a Tangent Construction
method.
Click-drag the Rotation manipulator to rotate the tangent vector.
Rotation manipulator
Click-drag the Tangent Scale Point manipulator to adjust the tangent scale.
Rotation manipulator
NURBS Modeling
Tangent Scale Point manipulator
The Attribute Editor for a projected tangent contains the same attributes you
set in the options window and the Channel Box. See the option descriptions
for details.
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Use Curves → Reverse Curves to reverse the sequence (direction) of CVs on
a curve. Use Edit Surfaces → Reverse Surfaces to reverse and examine the
surface normals for surfaces and trimmed surfaces.
Tip
Since motion path curves follow the direction of the curve, you can use
Reverse to change the path direction.
To switch start and end CVs using the Show Manipulator Tool:
1 Check to make sure Construction History is on in the Status Line or
manipulators do not display during the Reverse operation.
2 Select the Show Manipulator Tool, toggle Keep Original on, and then
reverse the curve CVs to display a reverse curve manipulator. Click this
manipulator to interactively reverse the curve’s start and end CVs.
NURBS Modeling
Select Edit Surfaces → Reverse Surfaces - ❐ to open the options window.
U and V indicators.
When you reverse the Surface Direction, notice how the indicators change
depending on what you choose.
Surface Select U to reverse the CVs along the U parametric direction. U is the default
Direction surface direction.
Select V to reverse the CVs along the V parametric direction.
Select Swap to exchange U and V parameterization. Selecting an item a
second time using the same direction restores the original CV sequence.
Reversing the sequence of CVs for a surface reverses the surface normals.
Select Both to reverse the CVs and normals along both U and V parametric
directions.
Reversed direction
Reversed direction
Reversed direction
Rebuilding curves
NURBS Modeling
Use Curves → Rebuild Curve to rebuild a NURBS curve or curve-on-surface
to reduce data and construct smoother curves.
To rebuild a curve:
1 Click on the curve or marquee-select the curves that you want to rebuild.
2 Select Curves → Rebuild Curve.
The curve is rebuilt based on the current option settings. In the following
example, the curve is rebuilt with the default settings.
3 Toggle Keep Original on in the options window (it is off by default) and
select Display → NURBS Components. Now you can see the CVs or edit
points on the curve when you rebuild the curve. This lets you easily verify
how the rebuild affects the curve.
4 A new curve is rebuilt on top of the original and becomes the active curve.
You can move the new curve and select the original curve to try different
option settings. This way you can compare the results and delete the curves
you don’t want.
5 You can also select the original curve from the Channel Box by clicking the
heading to display and edit its parameters if necessary.
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needs. The options window changes depending on the type of rebuild you
select.
These options let you rebuild the curve within a specified tolerance of the
original curve. You can select to apply global tolerance or set the specific
tolerance for this function.
If you select Global tolerance, the Positional value you set in Options →
General Preferences → Modeling is used.
Select Local tolerance to display the following box. You can enter a new
value to override the Positional tolerance value you set in Modeling
Preferences.
Local tolerance is useful when you often want to change these values often,
but don’t want to change the Global tolerance.
NURBS Modeling
Tip
While rebuilding curves to remove any multiple interior knots, quite often
the shape of the curve is lost. If you want to preserve the shape of the
curve, enter the following command in the Command Line:
setAttr rebuildNodeName.fr false
The Keep toggles are not available when you select this option, however the
Use Tolerance options are displayed. See “Setting the curve’s tolerance” on
page 201 for details.
Number of Spans = 4
(default)
Number of Spans = 2
Number of Spans = 10
NURBS Modeling
Cubic, degree 3 (default)
Linear, degree 1
Note
If the rebuild is not successful, the temporary curve is not created and the
original curve remains active.
The options you set in the options window or the Channel Box are
displayed. See the option descriptions for details.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the original curves you rebuilt. Click the arrow button to select the curve
and open its section of the editor.
Match Curve The Match Curve read-only information is made available only if there is
more than one curve and Match Knots is selected in the options window.