Model
Menu
All of the commands and options in this menu
require an object is selected.
Smooth
Gently
smooth out a whole mesh. This command is easier to use from the
keyboard - press S until the mesh is
adequately smoothed. For faster smoothing
press SHIFT and S together. For
more control, use the Warp Smooth Tool
to smooth a small part of the model. |
Convert
to Mesh
This
changes the object from a Curvy Object made from edit curves into a
triangle mesh. Any Curvy Map painting is baked into the mesh and a
clear curvy map is put on the object. As a
mesh the object can be editted with the Warp
Tools, the Widgit Tools and the
curvy map.
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Mirror
Makes a
mesh symmetrical from right to left in the front view.
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Explode
Splits a
mesh into separate connected parts. Useful for splitting up imported
meshes and Inflated Images
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UV
Front/Back
Map UVs
onto the model from the front and the back to give a quick UV map to
any shape of model. Resulting texture map
will be split into halves for the front faces and the back faces.
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Merge
Join
models together using solid modelling.
Quick Merge AllMerge all visible models into a single mesh,
and delete the original parts.
Merge GroupMerge selected group of models into a single
mesh, and leave the original parts.
Sub ChildrenSubtract (Cut) grouped child models from
selected model, and leave the original parts.
Add ChildrenAdd grouped child models to selected model, and
leave the original parts.
Merge PropertiesChoose the precision for merge operations. Warning Fine Precision will produce very
large/slow meshes.
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Apply to
Parent
Add or Subtract
this object or group from the parent object's Curvy map. To work
well you must first set up the parent's curvy map to have a curvy
displacement large enough so white values cover the applied objects,
and the resolution is fairly high.
This will work faster if the child objects
resolutions are kept low.
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Inflate
Image
Converts
a BMP into a 3D model.
Image Inflate Tutorial
1) Select Inflate
Image from the Model menu.
2) Click Image... and
pick a BMP image.
3) Click OK
and you are done.
4) You can cancel during the "Prepare
Height..." phase - It will still make a mesh, but will skip the rest
of the smoothing steps.
The final mesh is made at the origin, with size
determined by the two scale values [If Scale(X,Y) is
the same as Scale(Z) an image circle should become a
3D sphere].
It is
usually best to use a higher resolution image than you want the
final mesh to be, Quad Size (pixels) is the width of an
output quad represented as a number of incoming image pixels. (Using
a Quad size of 1 gives very large (slow) meshes and also bugs in
Curvy).
Image Inflate Settings Inflation Mode:
Relief mode creates a heightmap from the
image brightness. Use a greyscale image
with white where you want a higher surface.
Auto mode cuts out the white area of the
image and estimates a rounded 3D surface to make a 3D model - this
mode can handle very complex input images. The best images to use are solid black and
white pictures (not greyscale), 128-256 pixels wide with patches of
solid white where you want your object to appear.
Smooth -
Uncheck to get a straight line inflation, a circle becomes a cone, a
rectangle becomes tent like. This can be useful along with Clamp
Height to make spaceship bumpmaps.
Quality (Steps) - Used to control smoothness of the Auto surface.
Mirror to make back faces - Tick to make a full 3D surface, leave unticked to make a simple heightmap.
Pure Quad Mesh
puts quads at the edge of the geometry instead of triangles - (better for subdivision). Triangles on the edge give cleaner models in Curvy.
If you tick Clamp Height any point more than Clamp Height (Pixels) away from an edge is flattened out - giving a beveled effect.
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