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So, let's assume you have a model of a person, an animal,
humanoid
or other creature, and you want to provide it with some tight fitting
clothes.
All you've got to do is take away the unwanted parts such as
toes, fingers,
hand, head, neck etc... and you'll have the parts remaining which you
can
use to make clothes which fit almost perfectly simply by applying
thickness.
Here's a little piggie. It is in low polygon format, like you
might
encounter it in a game. If you have a model made of multiple parts
(e.g.
upper leg, lower leg, both left and right, plus hip area), then you may
need to first weld the whole set (use the Weld tool).
We're using Amapi 6.1
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Here's a view showing is the piggie from the side.
We will simply be trimming away portions of this object by
using the
Cut tool (aka Boolean tool). We can simply draw profile curves used
like
a cookie cutter.
Let's make sure we use Basic Wireframe mode. It's the default
and can
be reset in the Preferences menu, Interface submenu (or Workshop for
version
5 and earlier).
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In the lower-left area of the control panel at the bottom of
the screen
you'll find the tool to toggle between Perspective nd Orthographic
view.
Let's use this tool to switch to a non-perspective view. That
will allow
us to more precisely position the cutting profile curve as we draw it.
If you find yourself often in the situation where you need to
switch
between ortho and perspective views, then use the Shortcuts editor
(Edit...
menu) to define a shortcut like "p" for perspective toggle. This will
save
you a lot of time.
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In the Construction toolkit, select the Draw tool, and use
any of the
line drawing tools you might need to draw a cutting line. This
could
be as simple as a polyline, or an arc, or a Bezier or Interpolated
curve,
or even a compound curve made of multiple parts of these.
You could lso import a curve from a file such as Pict or
Illustrator.
Position, scale and tweak the curve as desired.
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In this example we'll use the "Interpolated Curve", which is
essentially
like a Spline curve going through the points you click and smoothing in
between.
With just a vew clicks you can create very complex and smooth
outlines
and cutting profile curves.
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For the first point, click somewhere outside of the object,
like above
the back of the piggie near the belt line.
Then click inside the belly area and work your way down with
one or
more clicks.
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When you reach the front belly, click outside of the body so
the curve
extends outside of it again.
This completes the top of the separation line, essentially
long the
belt line. At this time we could use the curve with the Punch tool, but
we're going to want other pieces separated too, such as by the openings
for the feet.
Let's thus continue the curve.
We can do more than just a flat clean cut, how about a little
hill-billie
look?
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Continue on to the back legs. Keep drawing the profile which
will be
used to cut away the unwanted parts from the pants.
You can draw outside of the back legs and re-enter if you
wish. This
may add some cool looking holes to the fabric.
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Okey dokey, here we are, almost done. We've also left a small
opening
for the piggie's tail.
Hit Enter after clicking the last point outside of the piggie
above
it's lower back.
Use the +/- keys if you want to change the smoothing range for
more
or fewer points. Then hit Enter again.
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We're practiclly ready now to use the curve as a cutting
profile with
the Punch (Cut) tool. Just one more thing:
In some cases, you may get a warning when attempting to do
such a punch
operation, indicating a topology problem. This really depends on the
model
and indicates indeed that you may have something in the model that is
not
clearly defined for a Boolean operation to be performed. These can
include
curved polygons or other extreme anomalies.
Double-click the piggie model and check the Information panel
for details
- can you suppress curved faces? It is not always necessary, but
it may be the thing to try if you get an error or warning message.
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Ok, let's do it.
First, click the piggie to make it the currently selected
object.
Then go to the Modeling toolkit and select the Cut tool (aka
Punch or
boolean tool).
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Then click the curve. This will use the curve as the cutting
device,
like a cookie cutter, along the main axis closest to the viewing
direction.
That's why it was recommended to switch to orthographic view because in
Basic Wireframe mode it re-aligns itself to the main axes. |
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Shortly thereafter, the cut operation is completed and the
piggie separated
into two parts.
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Note that they may not immediately appear at different color.
Use the
+/- keys to cycle through the parts or arrow keys to refresh, or click
one part (e.g. the nose) of the piggie and then the other (e.g. the
belly). |
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This now shows the two separate parts.
Right no here, the pants are the currently selected
object.
Click the pig's face instead and delete it (hit the Delete or
Backspace
key).
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Here's a view of the remaining pants (we've also removed the
eyes).
Use the Thickness tool next.
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Use the +/- keys to change the thickness.
Click the object to previe it with the thickness all over. Use
+/- sopme
more if needed.
Hit Enter to finish and validate.
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After the pants are completed you can re-import the original
piggie
into the same project. Use the File>Merge menu. Or, if the object
was in
Amapi format, drag it into the scene from the Catalog. This also merges
(adds) the model into the current project.
Here's a back-side view of our piggie. Both the piggie
and the
clothes still have the original low-polygon mesh.
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If you apply some additional smoothing, such as the
subdivision smooth,
be prepared for some mild side-effects in some cases: If there is
only very little thickness to the pants, then it is possible in some
rare
cases for the smoothed polygons of the inside piggie to extent beyond
the
smoothed piggie of the rags he's wearing. In this example we see one
such
case on each leg and one around the center of the body. These can
easily
be fixed with the Stretch tool by extending the pant's surface a little
bit more outward.
The
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