See product’s page: Spiros
In this tutorial we are going to explain how to make a transformation animation (morphing) between 2 shapes created with Spiros 3dsMax plugin.
At Spiros‘ introductory video, there’s an animation in wich a spiral shape morphs into a spherical helix that becomes the Earth globe (see the image above). That animation was made in 3dsMax with a little used technique: using the Morpher modifier to morph between splines.
This modifier is very powerful and it’s capable to make transformations not only between 3D meshes, but also between splines (and FFD lattices). The only restriction is the same as for meshes: splines must have the same number of vertices/knots.
Since Spiros let you set a specific number of knots for the shapes you create or modify, you can make any transformation between any shapes created with this plugin. Just make sure they have the same number of knots. Also consider to change the order of the knots in the spline (reverse it) if necessary, for getting a better result.
The better way to make this kind of morphing is to work on a single channel in the Morpher modifier. Just add all the shapes that will participate in the transformation to a single channel, then arrange the order of appearance and adjust the tension parameter to zero.
Try ity! There’s a lot of cool animations and effects you can do by morphing splines. Imagine you have many objects whose position or rotation depends on a path (path constrained) or they are wrapped to a spline (path deformed). If you animate (or morph) the spline, they will act in consequence. It’s an incredible tool for Motion Graphics animations.
That’s all for this tutorial. I hope you liked it and make great animations.
If you have any doubts or consultations you can leave a comment down here or write us through the Contact form.
The goal of this SuperHelix tutorial is to make an animal, recreating its volume using helical splines. In this case, we chose to do a goat but you can pick any animal you like.
To accomplish that, you should first search for reference images on the web to observe the volume of the animal body. Then, find or make a vector drawing of the profile of the animal in a pose you like. (Here’s the silhouette of the jumping goat to download).
Open 3dsMax and create a plane with this last image in the front view to use as reference.
Next, you should draw spline curves along the center of the silhouette. One curve for the body and head, one curve for each limb and another curve for each of the appendices (tail, horns, antennas, etc.). See the image below.
(In this example, we only needed to draw 4 curves).
Now run SuperHelix to start creating the helical splines.
Hide all curves, except the one for the body, to have a cleaner view.
In Superhelix, create a simple gizmo with the “Basic Spring” default preset.
Then, click “Pick Custom Path” button and select the body curve. The main path of the gizmo is replaced for a copy of the selected curve.
Now click on “Move to path” to align the gizmo to the current curve.
Next, you need to create sections along the main path of the gizmo, as if you were placing scale keyframes along an extrusion path.
Tick the checkbox named “Add one section per vertex”. This will help you make things faster.
Then click “Add Section”. One section circle is created at every knot of the curve.
Adjust the scale and rotation of every section to adjust them to the body shape and “flow”.
Now click “MAKE HELIX” to see how the resulting helix looks like.
Smile! You almost have the body ready. 🙂
Try varying the thikness of the spline (at the Display/Options rollout) untill you are happy with it.
At this point you’ve probably got the idea of how to continue.
Just repeat the same procedure for all the parts of the animal with the curves you drew. This way you will build all the gizmos you need to generate the splines.
Note for users of SuperHelix Free version:
The Free version can handle only up to 3 gizmos at a time per scene. So, if you need to create more than 3 gizmos, like in this case, do the following:
1. Once you have your first 3 gizmos ready, select them by their layers into the layer manager, and then save the selection to a new .max file.
2. Then, delete them from scene.
This way you are ready to start creating new gizmos and all your gizmos will be saved for future edition.
If you need to do this frequently, consider to purchase SuperHelix Pro for a very affordable price.
For creating limbs in pairs (for example, for legs and arms), you only need to have one gizmo ready and then duplicate it with the “Duplicate current gizmo” button. It is located below “CREATE GIZMO” and named “DD”.
You can move, rotate or scale the gizmos using the point helper of each gizmo (displayed as a box).
You can also perform a non-uniform scale on section circles to have a better look on joints or other parts.
Make final adjustments. Try changing the number of turns and the spline thikness. Check the volume and flow in general.
That’s all for now!
We hope you enjoyed this tutorial.
You can post your comments bellow or at the users forums.
We want to see your amazing work with SuperHelix. Post your images or send us your renders if you want us to publish them in our Image Gallery.
To start using SuperHelix you need to create a gizmo.
The SuperHelix gizmo controls the shape and volume of the resulting helix spline.
Due to the complex procedures that SuperHelix plugin performs, the user cannot see the resulting splines interactively. So, to give the user a live preview of the result, the plugin uses a control gizmo. This a great advantage because it shows a very simple representation of what can be a very complex spline.
The gizmo include 3 type of components:
Root helper (a cyan point helper displayed as a box)
It controls the position, rotation and scale of the whole gizmo.
Main path (green central spline)
It’s the “spine bone” of the helix. Indicates how the helix flows through space.
Sections (one or more yellow circles around the main path)
They control the variation of volume and torsion at different parts of the helix.
The 3 type of components are simple 3dsMax objects and can be manipulated as so:
For example, you can modify the main path from the Editable Spline parameters, adding more vertices and moving them to change the spline shape. (Although it is preferable to use the “Pick Path” option for working with custom-shaped splines).
You can add or delete circular sections, as well as moving, rotating or scaling them to produce a different shape.
SuperHelix comes with a set of useful Presets. They are a quick way to start and learn this powerful tool.
You may also create and manipulate your own presets.
Every preset stores the values of all parameters in the UI. The default presets also store a uniquely modifed gizmo each one.
These are the Default Presets and their particular gizmos:
Ball of Wool
Every preset was specially built to show the use of one or more parameters in conjunction with a particular gizmo structure.
For example, the presets Ball of Wool and Snail Shell make use of the Absolute Rotation parameter to achieve a kind of spherical volume.
Rope and Fruit Basket show the use of the Clone circularly tool to generate many helical splines around the path of the gizmo.
Chinese Pagoda shows how a low resolution value can be useful to give a geometrical look to the helix.
Take in consideration that the presets are just a set of predefined parameters and modified gizmos, but any gizmo shape and parameter settings can be achieved by starting from the default Basic Spring preset.
Here’s a Quick Start Tutorial to start playing with Presets and the Gizmo