3D Studio
Max Radius Edge Tutorial
In this
tutorial you will learn how to radius the edge of a box. The methods
used to create the radius edge can be adapted to any Trainz object.
There are three methods listed in this tutorial. Depending on the situation
and the object being chamfered will decide which method is the most suitable.
Method one can be applied to any edge and is faster but requires a "Smooth"
modifier to achieve a smooth radius, also it can be tedious achieving
equal distances for the first and second chamfer.
Method two is the most time consuming and requires a "Slice" modifier
but gives a better result than the first method. It can also be very
time consuming applying to edges in more than two planes or that are
at an angle.
Method three is the easiest to perform however it is limited to two
planes.
NOTE: Most of the editing in this tutorial
is done in wireframe mode. Right click on the text in the viewport to
turn on wireframe.
3DStudio Max will
be referred to as 3ds.
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Method 1.
1.
Editable Box.
The first thing we need to do is create a box and then convert it to
editable mesh. For this tutorial the size of the box is irrelevant.
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Figure 1 Box converted to mesh
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2. Edges
Once we have the box created
and converted we then need to select the "Edge" sub-object
and then select the edges of the box that we want to apply the chamfer
to.
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Figure
2 Edges selected ready to be chamfered
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With the required edges selected type 0.05m into the
"Chamfer" box. This will chamfer the box 0.05m from the original edges.
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Figure
3 Chamfer type in box
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Without deselecting any edges press and hold the "Control" key
and then select any edges on the corners that are not selected until
you have the
result in figure 4
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Figure
4 Chamfer type in box
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With all the required edges selected type 0.02m into the "Chamfer" box.
This will chamfer the edges 0.02m and give it a more rounded look. Sometimes
it can be very difficult to get the second set of radiuses right. When
doing the second set remember there is always the undo button if it does
not look right.
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Figure
5 Chamfer
type in box

Figure
6 Result from second chamfer

Figure
7 Result shown with Smooth and Highlights in the viewport
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3.
Smooth modifier
To smooth out the faces shown
in figure 7 we need to add a "Smooth" modifier and set the modifier
to "Auto Smooth"
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Figure
8 Smooth modifier
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| After the smooth modifier is added and configured the box should look
like figure 9 |
Method
2.
1.
Editable Box
The first thing we need to do is create a box and then convert it to
editable mesh. For this tutorial the size of the box is irrelevant. Once
the box is converted select the two closest top edges and chamfer them
to 0.1m as shown in figure 1
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Figure
1 Box with chamfered edges
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Once you have the boxes edges chamfered then we need to remove the
polygons from the faces of the chamfer. To do this select the "Polygon" sub-object
and then holding the control key down select the two faces as shown in
figure 3. Once you have the faces selected press the delete key.
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Figure
2 Polygon sub-object

Figure
3 Polygons selected ready to be deleted
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2.
Editable Cylinder
Now we need to create an editable cylinder. Create a cylinder with the
following dimensions
| Parameter |
Dimension |
Radius |
0.1m |
| Height |
6.0m |
| Height Segments |
1 |
| Cap Segments |
1 |
| Sides |
12 |
Then rotate the cylinder 90 degrees in the "Y" axis convert
the cylinder into an editable mesh. Select the three polygons along the
top and side of the cylinder as shown in figure 4. From the "Edit
Geometry" section select the "Detach" button and in the
messagebox that appears make sure the two checkboxes are not checked and
click on OK.
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Figure
4 Polygons selected ready to be detached

Figure
5 Detach messagebox
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3.
Relocating and slicing
Now that we have a quarter of the cylinder we need to move into position
to replace the chamfered edge of the box that we deleted. To make it easier
to locate the object in the correct location go to the "Customize"
menu and select "Grid and Snap Settings". In the window that
opens make sure the "Endpoint" box is checked. This will allow
the new object to snap into location on the box. When you have done this
select the "Move" tool and place the cursor over the far lower
end of the detached cylinder polygons. You will see a small blue box appear
and a line will be highlighted blue also when the cursor changes to the
four arrows then left click and move the object into location on to the
box as shown in figure 6
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Figure
6 Both objects aligned correctly
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| Now that the curved edges are in place on the box we need to cut the
polygons to the angle at the end of the box. To do this we need to apply
the "Slice"
modifier. After adding the slice modifier to the stack expand the modifier
and select "Slice Plane". Select the "Rotate" tool
and rotate the slice plane 45 degrees on the "Z" axis. Then
select the move tool and move the plane towards the closest end of the
box. Select
the "Remove Top" radio button and the object should now have
an angled end. Convert the object to editable mesh again to remove the "Slice"
modifier but retaining the angled end. Select the "Vertex" sub-object
and place a window around the freshly sliced end of the object and then
place the cursor over either the top or the bottom vertex until the snap
box to changes to the move tool and move the vertex to the end of the
box. |

Figure
7 Adding a slice modifier

Figure
8 Selecting the slice plane and remove top radio button

Figure
9 Slice tool effects

Figure
10 Vertexes moved into location
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4.
Mirroring and relocating
Once you have the vertexes aligned we then need to create another piece
for the second edge. Select the radius corner and then select the mirror
tool and then mirror the object in the "X" axis. Make sure
you have the "Copy" radio button checked. After you have mirrored
the object then we need to rotate and move it into location. Select
the
"Rotate" tool and rotate the object 90 degrees in the "X"
axis. Then select the "Move" tool and move the radius into
location on the second chamfered edge. |
5.
Attaching and Welding
Now that we have everything in the correct location we then need to attach
all the objects together. Select the box and then in the weld the vertexes
together. In the "Edit Geometry" section you will see the "Attach"
button select it and then click on each of the other objects. Once you
have attached all the objects click on the "Attach" button again
to deselect it. Now that all the objects are attached together the vertexes
need to be welded together. Select the object and select "Vertex"
from the sub-objects and then place a selection window over each of the
visible vertices as shown in Figure 11. For each selection click on the
"Weld" button in the "Edit Geometry" section and the
vertexes will be welded together. Make sure that you only place the window
over only one visual vertex at a time. Selecting two or more will cause
them to be welded together as one.
NOTE Although there is only one vertex visible there are in fact two
or more vertexes located at that point before welding. |

Figure
11 Selecting vertices for welding

Figure
12 Finished product |
Top

Method
3.
1.
Spline tools
The first thing we need to do is create a line spline. The spline tools
are found under the "Tool" tab "Shapes" button. For this tutorial we
will be using the "Line" and the "Arc" tool.
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Figure
1 Spline tools
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Change the view to the "Top" view and then create the lines as shown
in figure 2. I have used
the grid
for
the
size
of
the
lines however this is not normally practicle for creating shapes for locomotives
etc.Before creating the second line ensure the checkbox "Start New Shape"
is not selected.
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Figure
2 Created lines

Figure
3 Create New Shape checkbox
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| Once the straight lines are created then we can create the arcs. Select
the arc tool and click on the end of one of the lines and then drag it
to the end of the next line and then adjust the arc to suit. Do the same
for the other corner. Sometimes after creating arcs and lines with "Start
New Shape" unchecked the lines are still seperate so they will need to
be attached. Click on one of the lines and then select "Attach" from the
shape "Geometry". When the attach tool has found an item to attach the
cursor will change to the one shown in figure 3. Click to attach the spline. |

Figure
4 Spline attach cursor
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Now that the splines have been created and attached we need to set the
"Interpolation" settings. This changes the number of segments required
to create the arc. This also effects the poly count of the object when
we extude it. For the purposes of this tutorial I have set the "Interpolation"
to 1. Depending on the requirements of the object being built.
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Figure
5 Interpolation settings
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2.
Extruding
After the splines have been created and attached together we then need
to add an "Extrude Modifier" to the stack. Change the "Amount" in the
"Parameters to the required dimension. Also make sure the "Capping" is
set to "Cap Start" and "Cap End" unless you want open ends. Also ensure
the "Output" is set to "Mesh" and the "Smooth" option is checked.
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Figure
6 Extrude modifier

Figure
7 Extrude parameters
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3.
Welding vertexes
If after extruding the spline the ends were not capped and or parts
of the sides did not extrude then some of the vertexes are not welded together.
In the modifier stack select the "Vertex" sub-object and then place a window
over each of the joins of the splines. Then under the "Geometry" section
click on the "Weld" button. This welds the vertexes togther. Once you have
welded all of the vertexes together, select the extrude modifier and the
object should extrude again. If you welded all the vertexes together the
spline should extrude correctly.
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Figure
8 Finished product
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4.
Convert to mesh
After you have successfully extruded the spline you can then convert
it to an editable mesh. This will allow any unnecessary polygons to be deleted.
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CONCLUSION
Although these methods all work they are by no means the only
method available to create a rounded edge. The selection of a method
will depend entirely on the type of object that you are working with and
what the required end result is. |