In this tutorial we are going to explain how to make a transformation animation (morphing) between 2 shapes created with Spiros.
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 script. 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.
In this tutorial we will learn how to model some ornaments, based on spirals and torus knot shapes, to make jewelry objects.
First, we’ll see how to create a bracelet with a triangular spiral shaped decoration. Secondly, we’ll learn how to make two different kind of pendants from torus knot shapes.
Before starting, let’s see which are the most common methods in 3dsmax to turn a spline curve into a volumetric mesh:
- Make the spline renderable (Editable Spline properties)
- Apply a Sweep modifier
- Use Loft compound object
- Use Path Deform modifier
- Extrude Along Spline (tool from Editable Poly)
In this tutorial we use a different method for each of the three cases, but you can use the method that better fit your needs, or the one you are more comfortable with.
Making the bracelet
As you see in the image above, the bracelet’s triangular decoration was made starting with a simple spiral object created with Spiros.
Here’s the process:
1. In 3ds Max, open Spiros and create a spiral shape on the top viewport, with the size you like.
2. At the script’s UI, set the following values: Turns = 4.0; Knots = 13; Curve type: Line.
3. Now you will have a triangular spiral. Rotate it so that the triangle points upwards.
4. Edit the spline as shown in the image, to make all the sements perfectly parallel and delete the extra segment on the left.
5. Add a Sweep modifier. Use the built-in section called “Half Round” as the profile shape. This will turn the spline into a volumetric mesh.
6. Adjust the Sweep radius so that the mesh does not overlap itself, until it looks similar to the image.
7. Convert the mesh to Editable Poly to clean the geometry, remove undesired parts and add detail wherever you like.
8. Subdivide the mesh or add tesselation to increase the mesh resolution for applying later deformation.
9. Model the tube for the bracelet.
10. Place the triangular mesh on top of the tube and apply a Bend modifier to make the triangle conform to the tube’s surface.
11. Add any necessary details to finish the bracelet, apply materials and you are done!
Making the pendants
The first pendant, a celtic knot similar to a flower with 4 petals, was made the following way:
1. In 3ds Max, open Spiros and create a torus knot shape on the top viewport, with the size you like.
2. At the script’s UI, set the following values: Foils = 4; Variant = 2; Star/Ring = 6.
3. Scale down the shape in Z axis to make it flatter.
4. Create a rectangle shape to use as the profile section.
5. Apply an Extrude modifier and make a very tall box, with 100 segments for starting. (The advantage of this method over using the Box primitive, is that you can set the number of height segments to a very high value)
6. Apply a Path Deform (WSM) modifier to the box and pick the torus knot as its path. Press “Move to Path”.
7. Go down in the modifiers stack and adjust the Rectangle dimensions to give the knot mesh a reasonable thickness and proportions.
8. At the Extrude modifier parameters, adjust the Amount and Segments until the knot looks closed and with a nice mesh resolution.
9. Zoom in the part of the mesh where the start and end of the knot meet. You will need to make both ends of the mesh match perfectly.
For that, go to the Path Deform modifier and adjust the Twist amount.
10. With 3dsMax snapshot tool, take a snapshot of the mesh. Then convert it to Editable Poly.
Now you can delete or hide the old mesh and path. You will work with the new object now.
11. Weld the start and end of the mesh. Perform some cleaning if necessary and then model any extra details you desire to finish the pendant.
Apply materials/textures and you are done!
The making of the second pendant, a 5-pointed star (or pentagram), will be explained very briefly because the procedure is very similar to the previous objects.
1. In Spiros, draw a torus knot with the following values: Foils = 5; Knots = 5; Curve type: Line. (or choose 5 Point Star preset from the dropdown list)
Tip: You can make Star shapes with the Torus Knot tool by setting the same number in Foils and Knots, and set the Curve Type to line.
2. At the spline parameters, make it renderable in viewport and renderer. Set the section shape as Rectangular and adjust its dimensions as desired.
Now you have the star mesh.
3. Convert it to Editable Poly. Perform some cleaning and then add the necessary detail to the mesh.
4. Model the ring to complete the pendant and then put both pieces together. Apply materials/textures and you are done!
Hope you enjoyed this tutorial. If you have any doubts or consultations you can leave a comment down here or write us through the Contact form.