Graphics Reference
In-Depth Information
shows what it looks like after first adding
the offset object. At this point, you can fix
the positioning problem by simply moving
the Empty around a bit, but there is a
better, more exact way to do it, as follows.
RMB select the table leg and change its
Object Center to the location of the
cursor. As you learned in Chapter 3,
object centers often act as a pivot or
reference point for an object, and are
usually found “inside” of the surfaces of
a mesh. They do not have to be. Recall
that the Array modifier's Offset Object
works relative to the Object Center.
Changing the location of the Object
Center changes that relationship.
So, using Set Center (Shift-Ctrl-Alt-C)
and selecting Origin to 3D cursor from
the menu that pops up immediately sets
things right. Remember though, that as
long as the modifier is live (not applied)
you will need to move both the leg and
Empty together if you need to reposition
the whole structure, as the array values
are built between the difference in loca-
tion of the leg and Empty. And, since
the Array modifier works on the existing mesh data, you can still change the leg model itself—enhancing
it possibly—and have those changes reflected in all four copies in real time. For the final model in the
example scene, a little more geometry has been added to fill out this part of the base. It's actually kind of
fun to model on an arrayed object and watch your actions take place across the entire array.
Figure 4.39   Using Offset Object with  the  table  leg.
There are two more modifiers and one more tool to learn, on one more section of the table: the top. Go
into a top view and add a mesh tube as a new object. Scale it overall so that the boundaries of the cylinder
extend just past the limits of the table legs. Then, scale it down in the z direction (S key, Z key) so that
it looks to be a reasonable thickness for a tabletop. It will look like Figure 4.40 when in Edit mode.
The first thing we're going to do is add a little detail to the upper surface. If you try to loop cut on the
tabletop, you'll see that it doesn't work. That's because the way the triangular faces are arranged in “pie”
format doesn't actually qualify as a loop. We need another way to cut into a mesh.
Hold down the K key and drag across the model (anywhere) with the LMB. It traces a little line. When you
release the mouse button, any selected parts of the mesh are sliced wherever you crossed them. This is the
Knife tool. In its default mode, Knife will cut any selected edge that it crosses at the first point of crossing.
Search WWH ::




Custom Search