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Hello there posums. It's time for you to pluck up all your available courage and delve deep into the heddy and intoxicating world of the nurbs. Now, the common nurbs is a small and difficult creature to handle, being mainly nocternal and varacious if not treated with care. But if you take the time and effort the common nurbs will prove to be a loyal and giving friend. All together now - Ahhhhhhhhhhhh! (Blech!!) Yup it's about that time of night I like to chow down on a nurbs or two, would you care to join me? Pack up now Jerry, it's way past your bed time About here should be a picture of something cool that I've built in nurbs. But alas, not so. The first thing about nurbs in Max is that their fataly flawed. The first set of nurbs tools are simple, and although powerful in their own right, not that suitable for realy amazing stuff. This is mainly due to the lack of "Trim curves". Now, I'm no nurbs expert, but as I understand it trim curves let you cut holes in nurbs surfaces, noe this desn't seem masivly limiting, but once you grasp how nurbs work, you'll see this is a big drawback. Don't frett too much though, advanced nurbs including trim curves are in Max 2.5 - soon to be released. Now, if you don't know what nurbs are then most of this so far will have pased you by. So now would be a good time to explain some stuff.... And on the eigth day God created nurbs, and lo, they were good.. nurbs are special types of surface that have no faces,
but are calculated at render time. They are dynamicly subdivided depending
on what the camera can see at the time. This basicly means NO MORE
FACETS!. All the blockynes of poly models is done away with and
nice smooth shapes are the order of the day. Because they have no
faces and stuff, they can be represented in the viewport by curved
splines, so there is les clutter when working. "they sound the
dogs!" I hear you cry, but there are draw back as well. A nurbs, a nurbs, my kingdom for a nurbs.... The first important thing to grasp about Max nurbs
is, the concept of dependent and independent things. Alot of the surfaces
and curves the you make will rely on other surfaces and curves (and
points). These are all DEPENDENT things. You can't go in and alter
them directly, you have to change the things that they depend on.
If you need to edit them individualy then you need to make them INDEPENDENT.
They then no longer take any regard of the shapes they used to belong
to. Here is a brief run down of all the buttons in that there spanky nurbs floaty window.
Have you lost your cotton pickin' mind? Noew there were a few new things in that lot. CV and
POINT stuff for instance. A CV or control vertex is a bit like a bezier
spline handle, in the way that it influences the shape rather then
defines it. If you've used FDD (free form deformations) you'll get
the idea. On the other hand POINT curves and surfaces, the edges of
your shape always go through the vertex, and these are more like your
conventional mesh verticies. Let's get it on, you know it.... A lot of the time your shapes will start from nurbs slpines, but you can't build a surface straight from the splines. In the manual it says to create a CV patch surface then attatch your splines to it then delete the surface?? Well thats too much like effort. Try building your splines, click on one and goto modify. Choose attatch and pick all the other splines. Then right click on edit stack and choose collapse to nurbs surface. You can now build a surface over the splines. Just a quick one before I go
Then attatch them all together in the modify pannel.
Right click on the edit stack button and choose collapse to nurbs
surface. You should also get up the nurbs tool pannel. NOTE:_You might get a shape thet looks inside out, it's just the normals that need filpping. Goto sub-object surface, click on the surface and choose flip normals.
Select the Uiso Curve button
This should give you a dependent curve that fits the
shape of the surface. If we want to edit (which we do) the curve then
we need to make it independent. Go to sub-object curve and click on
the curve that you just created. Then click the make independent button
Click in the small list of curves where you wnat to stick the new curve. It should appear before the one you hilight. Click the insert curve button. Then select the new curve. It should be inserted into the loft surfaceand look a bit like this....
I hope this has given you a little insight into nurbs stuff. As I said I prpbably won't use them until I get 2.5. but you can still do some pretty neat stuff, and it's a good chance to learn how they work. |