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(Click
Images for larger view)

The Final Image
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In
this tutorial, we undertake the creation of one of nature's quirkiest
creatures, the jellyfish, using PiXELS:3D for the Macintosh.
Fortunately, the jellyfish is composed of some easily realized geometric
shapes. Follow step-by-step as we proceed towards the final image,
pictured at left.
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Jellyfish bell
spline.
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Working in
the front view, open the window to full screen view and turn on
"snap to grid," as it helps to align starting and ending points
to the Y axis. Create the Jellyfish bell outline using the Shape
> Spline tool. Select B-spline and then OK. Keep in mind that you
will need to not only create the outside of the Jellyfish bell,
but the inside as well, in one continuous path. |

The lathed jellyfish bell.
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Starting
seven grids spaces from the intersection of the Y and X axis,
attach a point. Click points to form the outer edge of the bell
and continue adding points on the inside to establish wall thickness.
Vary the inside forms a bit to suggest "innards." These innards
will serve later as attachment points for the tentacles. It's
okay to be creative here.
Attach
the last point to the center axis and double-click to end it or
press the Esc key. With the spline still selected, choose the
Shape > Lathe tool and accept its defaults. Subdivide the model
by 2. Open the object info palette and call the lathed object
"Jellyfish_bell".
To aid our
next step, uncheck the visibility to hide the "Jellyfish_bell".
You can also delete the original spline, since it will no longer
be needed. Turn off snap to grid. Collapse the front view and
look at the camera window. The object appears a little large.
No problem, simply zoom out by clicking on the magnifier tool
in that view.
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The tentacle
spline.
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Creating
the Tentacles
Select cylinder from the shape menu. When the cylinder options dialog
box appears, change the V step to 1 and the radius to 2.0. Click
OK to accept. Choose Park from the control panel to park the object.
Create a tentacle path. Choose Shape > Spline and select NURBs.
Switch to full view in the front view and draw a wavy spline path.
Park the path. While holding down the command key, select the cylinder
or choose it from the object info palette. Next, command/shift the
spline to select it. |
Tentacle extrude.
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The spline
path is now the parent object. With both objects selected, choose
Path Extrude from the shape menu. Park the object and call it "tentacle_1".
Choose close ends from the Reshape menu and enter .5 in the percentages
dialog. Click to accept. Create five more tentacles with different
splines paths using the techniques outlined above. Again, use creative
license. When
you are done, "hide" all of the tentacle objects by unchecking the
"visible" box. |
Bell rotation.
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Rotating
the Jellyfish Bell
Make the Jellyfish_bell object visible again by checking its
"visible" box. Open the object info palette and enter -21.5 in the
Y rotation box and -46. in the Z rotation box. Park the object.
Attach tentacle_1. Select its name in the object info palette and
check its "visible" box. With the object selected, choose the move
tool under the control menu and move it into position, in the middle
and underneath the jellyfish bell. Attach tentacle_2 in the same
manner but rotate it on the Y axis by entering 25.0 in the Y rotation
box. Attach the other tentacles in the same fashion and vary the
rotation of the Y axis for more natural movement |
Attaching the
first tentacle.
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Linking
the Tentacles to the Jellyfish Bell
Open the Object info palette and select tentacle_1. While selected,
command/shift on the Jellyfish_bell object, making it the parent
object. Choose Link/Unlink from the Control menu to link tentacle_1
to the Jellyfish_bell parent. |
Final attachments.
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Link the rest
of the tentacles to the Jellyfish_bell object in the same manner.
When the Park dialog box comes up, park the objects by clicking
OK. |
Total Shader
Manager
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Adding the
Jellyfish Shader
Open Shadermanager by choosing from the menu Window > Shaders...
Click on an empty square in the ShaderManager box to open Shadermaker
3.0. |
Load Shader
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Load the Jellyfish
Shader from the CD or from PiXEL's FTP website. Click on the word
"Shader_1" and change it to "Dome_shader". Click on an empty square
and load the same Jellyfish Shader from the CD. This time, change
its name to "tentacle_shader".Open
the tentacle shader and change the diffuse color from clouds to
user defined. Change the user defined color to R: .95, G: .3, B:
.45, to create a warm reddish color. Click OK. |
Environment
image map.
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Choose
File and Select Render Setup
Turn backside culling on by checking its box. Click OK to exit
render setup. Create a "quick render" to see how the shader mapped
to your model. Depending upon the shape of your Jellyfish_bell,
you may need to adjust its position by clicking on image map in
the Environment node and rotating the map along its U axis. Try
lower numbers first (i.e., .2 up to .9) followed by a quick render
to check the results.
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Founded
in 1991, the San Diego, CA-based Pixels developed artist-friendly software
for content creators in such fields as video, film, interactive game and
CD-ROM production. Originally an animation studio, Pixels has a unique
perspective on the market it serves. In fact, PiXELS: 3D Macintosh modeling
and animation software was originally written as an in-house tool, explaining
its industrial-strength design. Since 1993, Pixels has put more and more
resources into R&D, leaving production to those strong souls with iron
wills. Today Pixels is geared exclusively toward software development,
keeping its finger on the pulse of the industry through strong ties with
animators from top-level studios. Version 3.2 of PiXELS:3D has just been
released. Vist the PiXELS web site at http://www.pixels3D.com
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