|HyperNURBs Modelling (inc. Weights)
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Hello there people! It's me again, and this time I will be covering a very, very
basic Cinema 4D feature - The almighty, all powerful HyperNURBs.
Its functionality is quite similar to 3D Studio Max's "Smoothing Groups", and it's purpose is
to... well... smooth out your objects!
In this tutorial I will teach you how to create and edit a very simple pipe-like
object utilizing polygon extrudes, and then describe how to gradually refine it via
the magic of HyperNURBs and the addition of "weights" to the
object's points, edges and
polygons. These weights are the powerhouse behind HyperNURBs functionality and
determine if certain selections will or will not be affected by varying degrees
Anyway, enough of the waffle - lets get on with the tutorial!
Step 1 - Modelling the Pipe
The first and 'hardest' step is to make a cube. To do this, just point-and-click
on Objects > Primitive > Cube in the menu.
Every object created within Cinema 4D starts as a "primitive" object. It
cannot be edited normally, except by Cinema 4D's own rules and
configurations. Thus, in order to edit this cube as a more basic bunch of
polygons, we must transform it into an Editable Poly. Yet again this is
quite simple to do - just click on the "Make Object Editable"
icon in the left menu.
Now that the object has been converted into its raw
component polygons, we can get down to some serious business! Select the Polygon Edition Tool in the left
menu, and then the Live Selection tool (as shown by the pictures
below on the left and right respectively).
Select the uppermost polygon, right-click on it and select the Extrude
option. Extrude "lifts" up the section.
Click and hold the mouse button while moving it to extrude the polygon.
Repeat this step four times, until the object looks like this:
Extrude the bottom and right-side polygons, so that your model looks like
Now make a HyperNURBs Object by selecting Objects > NURBs -
HyperNURBs. Really hard, huh? We are now ready to smooth this bunch of cubes.
So, in the Object manager, drag down the cube object over the HyperNURBs, thus
making it a "son" of this object and applying the smoothing effect.
An important point to notice is that the HyperNURBs will smooth ONLY the first
listed, completely ignoring the rest (i.e. if you have two sons, cube1 and
cube2, and the cube1 is the first listed, only cube1 will be smoothen -
cube2 will remain sharp). This said, it actually does smooth
ALL the sons of the first
son (i.e. Nested Objects). So, if you want to smooth multiple objects, compact them within a Null
Object (Objects > Null Object) and then make the Null Object a son of the
If everything has gone smoothly (if you'll excuse the
pun), our pipe will now look nice and smooth... but still be far from complete.
- Tutorial written by Elentor
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