3ds max Spline Modeling Revolving a surface: Lathe modifier

3ds max Spline Modeling Revolving a surface with the Lathe modifier

 

3ds max Spline Modeling Revolving a surface with the Lathe modifier Turn on 3D Snaps, and then position the curve just so that its pivot point snaps to some grid intersection. Then we can turn the snaps back off again, and we will move that curve relative to its pivot point by going into the Modify panel. And we have some sub-objects under Line. We’ve got Vertex, Segment, and Spline. And we could choose it either here or from the buttons down here. So click on Spline and then select the entire spline and move it up, away from that grid intersection, and then we can exit out of Sub-Object Mode and see that we’ve offset the spline away from its pivot point. And we did that so that when we do the revolve or the lathe it will revolve around that pivot point and we’ll get the correct shape. So let’s add that, it’s a modifier. From the Modifier list, scroll down and choose Lathe. And it needs to be in the correct orientation, so here in the Modify panel, under Parameters Direction, click the X button, and now we’ve got generally the shape we want. Let’s take a look at this in perspective. Go back to the forward view port layout, Alt + W. And go over to the perspective view. Right click so you don’t lose your selection and press the Z key to get in close. Tumble around with Alt and middle mouse. We can get a sense of what that shape is. So let’s change that a little bit. We can go into the stack. We’ve got the line object below the lathe modifier. And in the stack, we can choose Line, Vertex, Sub-Object Mode. And if Show End Result is off, then we just see the line. But if we enable Show End Result, then we can select components or sub-objects in this ortho view on the left and see the results in 3D over here in the perspective view.

3ds max Spline Modeling Revolving a surface with the Lathe modifier .I’ll get in a little bit closer in the left view. Select these points and use the Move tool to transform them. We can apply any of the techniques that we saw earlier in the chapter in order to shape up this plug. And once we have basically what we want, we can add some caps, ’cause, as you can see, it’s open on both sides. So if I back out a little bit here and tumble around, we can see that it’s open on both sides. So let’s exit out of Sub-Object Mode and go to the top level of the stack to the lathe. And we can control the number of segments, which is the radial level of detail, but 16 segments is probably fine. You see that we have some capping options, cap start and cap end. But it doesn’t actually do what we want in this case. If we had actually extended the line, if the line actually went down to here, then that capping might work, but because we have an open spline, the capping is not giving us the desired result. But there’s an easy fix for this because there’s a modifier called Cap Holes. Back in the Modifier list, simply choose Cap Holes. And there it is.