Added all images at the Objects Bar section

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George Sokianos 2022-04-10 19:41:32 +01:00
parent 401d7db010
commit 946e3bf91b
76 changed files with 82 additions and 77 deletions

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@ -2,7 +2,7 @@
The object bar includes all object-creating functions, the MaxonCINEMA 4D system extensions and the Boolean operations.
![Figure 32]()
![Figure 32](images/pages/p205_1.png)
*Figure 32*
@ -20,7 +20,7 @@ Even if you don't have a MaxonCINEMA 4D system extension, you can make extensive
![Boolean](images/objectBar/objectBar_02.png)
MaxonCINEMA 4D offers you an interesting way of creating complex objects with Boolean operations. With these functions you can - similar to a workbench - cut holes out of objects, mill corners and glue parts.
![Figure 33]()
![Figure 33](images/pages/p206_1.png)
*Figure 33*
@ -32,7 +32,7 @@ You should always use subdivided objects for Boolean operations (Figure 33).
The newly created object then produces significantly better results with the "Smooth" function than if the original objects were not subdivided (Figure 34).
![Figure 34]()
![Figure 34](images/pages/p207_1.png)
*Figure 34*
@ -42,7 +42,7 @@ This can be remedied by subdividing objects. This automatically makes the newly
After calling a Boolean operation while holding down the Shift key, a window appears in which the two objects to be linked can be selected.
![Figure 35]()
![Figure 35](images/pages/p208_1.png)
*Figure 35*
@ -52,7 +52,7 @@ There are four different Boolean operations:
With this function you can merge the object (A) with another object (B) (Figure 36).
![Figure 36: A + B]()
![Figure 36: A + B](images/pages/p208_2.png)
*Figure 36: A + B*
@ -60,7 +60,7 @@ There are four different Boolean operations:
With this function you can subtract the object (B) from another object (A) (Figure 37).
![Figure 37: A - B]()
![Figure 37: A - B](images/pages/p209_1.png)
*Figure 37: A - B*
@ -68,7 +68,7 @@ There are four different Boolean operations:
With this function, MaxonCINEMA 4D forms the intersection of an object (A) with the object (B) (Figure 38).
![Figure 38: A * B]()
![Figure 38: A * B](images/pages/p209_3.png)
*Figure 38: A * B*
@ -76,17 +76,19 @@ There are four different Boolean operations:
This function is similar to the A -B operation, but is actually not a true Boolean operation. It also cuts holes in the active object, but does not line the holes (Figure 39).
![Figure 39: A - (B)]()
![Figure 39: A - (B)](images/pages/p210_1.png)
*Figure 39: A - (B)*
![](images/pages/p209_2.png)
> **Note**
>
> With Boolean operations, the object hierarchy is fully retained. In addition, the original objects A and B are preserved. So if you only need the result produced by the Boolean operations, you have to delete the original objects. The figure below again shows all the functions in an overview.
Since Boolean operations are very computationally intensive, the "History" window, familiar from image calculation, appears.
![Figure 40]()
![Figure 40](images/pages/p210_2.png)
*Figure 40*
@ -95,7 +97,7 @@ Since Boolean operations are very computationally intensive, the "History" windo
![Basic objects](images/objectBar/objectBar_03.png)
This icon hides a drop-down menu with thirteen basic objects from which you can very quickly assemble complex objects. You can change the parameters of the objects by selecting them with the right mouse button.
![Figure 41]()
![Figure 41](images/pages/p211_1.png)
*Figure 41*
@ -103,7 +105,7 @@ This icon hides a drop-down menu with thirteen basic objects from which you can
You can use this function to create an "empty" object. It can only be recognized by its origin or its axes on the screen (Figure 41). You can later fill this object with points and areas, or simply use it to group other objects.
![Figure 42]()
![Figure 42](images/pages/p211_2.png)
*Figure 42*
@ -111,7 +113,7 @@ You can use this function to create an "empty" object. It can only be recognized
Enter the name of the object here. It can consist of a maximum of 15 letters.
![Figure 43]()
![Figure 43](images/pages/p212_1.png)
*Figure 43*
@ -123,7 +125,7 @@ This function creates what is probably the most elementary object, the triangle
>
> Please note that the triangle is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 44]()
![Figure 44](images/pages/p212_2.png)
*Figure 44*
@ -135,7 +137,7 @@ Enter the name of the triangle here. It can consist of a maximum of 15 letters.
Here you can set the width and height of the triangle. The triangle is created parallel to the XY plane of the world coordinate system.
![Figure 45]()
![Figure 45](images/pages/p213_1.png)
*Figure 45*
@ -149,7 +151,7 @@ The basic object “Layer” is very well suited for subsequent changes using th
>
> Please note that the plane is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 46]()
![Figure 46](images/pages/p213_2.png)
*Figure 46*
@ -165,7 +167,7 @@ Here you can expand the plane in X or Enter Z direction.
Here you can determine from how many squares the level is built. For example, if you enter 4 width segments and 3 depth segments, the object will be constructed from 3*4 squares.
![Figure 47]()
![Figure 47](images/pages/p215_1.png)
*Figure 47*
@ -173,7 +175,7 @@ Here you can determine from how many squares the level is built. For example, if
This function creates a cone whose bottom surface is in the XZ plane (Figure 47).
![Figure 48]()
![Figure 48](images/pages/p215_2.png)
*Figure 48*
@ -197,7 +199,7 @@ Number of subdivisions. The cone shell and the bottom surface consist of the num
With this option you can specify whether the cone has a bottom surface at all or whether it is open at the bottom.
![Figure 49 -50]()
![Figure 49 -50](images/pages/p217_1.png)
*Figure 49 -50*
@ -205,7 +207,7 @@ With this option you can specify whether the cone has a bottom surface at all or
This function creates a sphere consisting of either triangles and quadrilaterals (Figure 49) or a mathematically perfect sphere (Figure 50).
![Figure 51]()
![Figure 51](images/pages/p217_2.png)
*Figure 51*
@ -227,7 +229,7 @@ The perfect sphere has the advantage that it looks best when the image is calcul
Here you can set how many segments the sphere should be divided into. The more segments you specify, the rounder the sphere looks. However, the memory requirements also increase and the display speed of the object is slowed down.
![Figure 52]()
![Figure 52](images/pages/p219_1.png)
*Figure 52*
@ -235,7 +237,7 @@ Here you can set how many segments the sphere should be divided into. The more s
This function creates a standard shadow-casting light source that emits white light as a point without attenuation (Figure 52).
![Figure 53]()
![Figure 53](images/pages/p219_2.png)
*Figure 53*
@ -243,7 +245,7 @@ This function creates a standard shadow-casting light source that emits white li
Enter the name of the light source here. It can consist of a maximum of 15 letters.
![Figure 54]()
![Figure 54](images/pages/p220_1.png)
*Figure 54*
@ -251,7 +253,7 @@ Enter the name of the light source here. It can consist of a maximum of 15 lette
This function allows you to create a four-sided pyramid whose square base reads in the XZ plane of the world coordinate system and is oriented parallel to its axes (Figure 54).
![Figure 55]()
![Figure 55](images/pages/p220_2.png)
*Figure 55*
@ -267,7 +269,7 @@ You can use this value to specify the edge length of the square base area.
Enter here how far the top of the pyramid is in the Y-direction above the base.
![Figure 56]()
![Figure 56](images/pages/p221_1.png)
*Figure 56*
@ -278,7 +280,7 @@ XZ plane (Figure 56).
Many ring and tube segments increase the memory requirement and reduce the display speed, but the object becomes rounder.
![Figure 57]()
![Figure 57](images/pages/p221_2.png)
*Figure 57*
@ -286,7 +288,7 @@ Many ring and tube segments increase the memory requirement and reduce the displ
Enter the name of the ring here. It can be a maximum of 15 characters long.
![Figure 58]()
![Figure 58](images/pages/p222_1.png)
*Figure 58*
@ -306,7 +308,7 @@ The thickness of the tube, which winds on a circle with the ring radius, results
This number indicates the subdivisions that a single segment of the ring should have.
![Figure 59]()
![Figure 59](images/pages/p223_1.png)
*Figure 59*
@ -318,7 +320,7 @@ This function creates a circular disk in the XZ plane (Figure 59).
>
> The disc is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 60]()
![Figure 60](images/pages/p223_2.png)
*Figure 60*
@ -334,7 +336,7 @@ Enter the radius of the disk here.
Here you can specify how many segments the disc should be made up of.
![Figure 61]()
![Figure 61](images/pages/p224_1.png)
*Figure 61*
@ -342,7 +344,7 @@ Here you can specify how many segments the disc should be made up of.
This function creates a three-sided pyramid (Figure 61). All four faces are equilateral triangles and have the same edge length. One of the side faces lies in the XZ plane of the world coordinate system, with one edge of the triangle being oriented parallel to the X axis.
![Figure 62]()
![Figure 62](images/pages/p224_2.png)
*Figure 62*
@ -354,11 +356,9 @@ Enter the name of the tetrahedron here. It can consist of a maximum of 15 letter
Here you can specify the edge length of the tetrahedron. If you want to know how far the vertex of the tetrahedron is above the XZ plane, you can calculate it using the following formula, where "k" is the edge length and "h'" is the height of the tetrahedron:
$$
h = ^k/_3 * \sqrt{6}
$$
![](images/pages/p225_1.png)
![Figure 63]()
![Figure 63](images/pages/p226_1.png)
*Figure 63*
@ -370,7 +370,7 @@ This function creates a square in the XY plane (Figure 63). The sides of the qua
>
> The quadrilateral is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 64]()
![Figure 64](images/pages/p226_2.png)
*Figure 64*
@ -386,7 +386,7 @@ Here you can specify the width of the square in the X direction of the world coo
Here you can set the height of the square in the Y direction of the world coordinate system.
![Figure 65]()
![Figure 65](images/pages/p227_1.png)
*Figure 65*
@ -394,7 +394,7 @@ Here you can set the height of the square in the Y direction of the world coordi
This function creates a cube. The pages are aligned parallel to the coordinate planes of the world coordinate system (Figure 65).
![Figure 66]()
![Figure 66](images/pages/p227_2.png)
*Figure 66*
@ -410,7 +410,7 @@ Here you can specify the edge length of the cube.
For some applications it is convenient if the faces of the cube are single objects. You can, for example, put a different texture on each side face.
![Figure 67]()
![Figure 67](images/pages/p228_1.png)
*Figure 67*
@ -418,7 +418,7 @@ For some applications it is convenient if the faces of the cube are single objec
This function creates a cylinder from a number of triangles and squares (Figure 67). The cylinder axis is parallel to the Y-axis of the world coordinate system.
![Figure 68]()
![Figure 68](images/pages/p228_2.png)
*Figure 68*
@ -447,7 +447,7 @@ Here you can specify whether you want a closed or an open cylinder.
![Polygons](images/objectBar/objectBar_04.png)
With this icon you can call up various ready-made polygons that can be used immediately for object creation or animation.
![Figure 69]()
![Figure 69](images/pages/p230_1.png)
*Figure 69*
@ -459,7 +459,7 @@ With this function you can create an "empty" polygon object. It can only be reco
Enter the name of the object here. It can consist of a maximum of 15 letters.
![Figure 70]()
![Figure 70](images/pages/p231_1.png)
*Figure 70*
@ -467,7 +467,7 @@ Enter the name of the object here. It can consist of a maximum of 15 letters.
This function creates the contour of a flower with a selectable number of petals in the XY plane of the world coordinate system (Figure 70).
![Figure 71]()
![Figure 71](images/pages/p231_2.png)
*Figure 71*
@ -487,7 +487,7 @@ The petals range from the inner radius to the outer radius.
Enter here how many petals should be created.
![Figure 72]()
![Figure 72](images/pages/p232_1.png)
*Figure 72*
@ -499,7 +499,7 @@ This function creates a circular polygon in the XY plane of the world coordinate
>
> Since the circular polygon is made up of only four support points and is interpolated using B-spline interpolation, the contour is not exactly circular. If the "circle" polygon is not round enough for you, you can use an "N-corner" with several (e.g. 24) corners instead.
![Figure 73]()
![Figure 73](images/pages/p232_2.png)
*Figure 73*
@ -511,7 +511,7 @@ Enter the name of the polygon here. It can consist of a maximum of 15 letters.
Select the radius of the circle here.
![Figure 73b]()
![Figure 73b](images/pages/p233_1.png)
*Figure 73b*
@ -519,7 +519,7 @@ Select the radius of the circle here.
This function creates a line parallel to the X-axis of the world coordinate system (Figure 73b).
![Figure 74]()
![Figure 74](images/pages/p233_2.png)
*Figure 74*
@ -531,7 +531,7 @@ Enter the name of the polygon here. It can consist of a maximum of 15 letters.
Specify the length of the line here.
![Figure 75]()
![Figure 75](images/pages/p234_1.png)
*Figure 75*
@ -539,7 +539,7 @@ Specify the length of the line here.
This function creates an angular, closed polygon in the XY plane of the world coordinate system (Figure 75). It is very suitable for creating hoses or tubes with the "path object" function.
![Figure 76]()
![Figure 76](images/pages/p234_2.png)
*Figure 76*
@ -555,7 +555,7 @@ Here you select the radius on which the corners of the polygon are to lie.
Specifies the number of polygon corners.
![Figure 77]()
![Figure 77](images/pages/p235_1.png)
*Figure 77*
@ -563,7 +563,7 @@ Specifies the number of polygon corners.
This function creates a closed, star-shaped polygon in the XY plane of the world coordinate system (Figure 77). It is very well suited, for example, for creating gears with the "move object" function.
![Figure 78]()
![Figure 78](images/pages/p235_2.png)
*Figure 78*
@ -591,7 +591,7 @@ All polygon feature functions require you to specify one or more contours. Commo
Each polygon object also offers the possibility of creating cover surfaces. You set the parameters by clicking on the "Cover surfaces" field.
![Figure 79]()
![Figure 79](images/pages/p237_1.png)
*Figure 79*
@ -599,6 +599,9 @@ Select Contour window
A window with two lists appears. All available polygons are shown in the list on the left. If you select one of these polygons and click "Move", the name of the polygon will appear in the list on the right. The right list indicates which polygons have been selected. Instead of "Move" you can also double-click on the name of the polygon in the list on the left - unless the polygon has other sub-objects. In this case, the content of the polygon is displayed in the list on the left.
![Figure 79](images/pages/p237_2.png)
If you want to specify a hole polygon for a contour (e.g. for the letter "B", the contour must be supplemented by two hole polygons), then you must first bring it to the right side. Then mark it in the selection list on the right and use "Higher" or "Lower" to bring it to the position immediately below the contour. Then click Shell <> Hole. The name of the polygon in the right list is indented and marked with the 'hole' icon to distinguish it from the envelope polygons.
You can add more hole polygons in this way.
@ -615,13 +618,13 @@ If you click on "Total subdivisions", you can set the number of subdivisions for
"Ceiling" window
![Figure 80]()
![Figure 80](images/pages/p238_1.png)
*Figure 80*
Here you can selectively specify with "Start" and "End" whether the start or end contour should be closed. Maxon CINEMA 4D automatically takes into account any existing hole polygons and assembles the cover surfaces accordingly.
![Figure 81]()
![Figure 81](images/pages/p239_1.png)
*Figure 81*
@ -629,7 +632,7 @@ An interesting ability of MaxonCINEMA 4D is that the cover surfaces are not only
Note, however, that the algorithm cannot perform miracles. Since the edges are always moved parallel to the starting edge, it can happen that the edges end up outside the object if you enter a radius that is too large. As the user, you must ensure that the radius values are within reasonable limits. Otherwise, MaxonCINEMA 4D cannot create the cover surfaces.
![Figure 82]()
![Figure 82](images/pages/p240_1.png)
*Figure 82*
@ -637,7 +640,7 @@ Note, however, that the algorithm cannot perform miracles. Since the edges are a
This extremely powerful feature allows you to create organic shapes relatively quickly and easily (Figure 82). You can specify several contours for this. MaxonCINEMA 4D connects the contours one after the other with a freely selectable number of points. You can also specify whether the connection between two contours should be direct or via a selectable type of interpolation. For example, you can construct a square bottle that ends in a round bottle neck that slopes downwards.
![Figure 83]()
![Figure 83](images/pages/p240_2.png)
*Figure 83*
@ -659,7 +662,7 @@ Use this to select the contours and set the parameters for the caps. You must sp
All contours must have the same number of divisions. If you have changed a value, MaxonCINEMA AD automatically enters this in all other contours.
![Figure 84]()
![Figure 84](images/pages/p242_1.png)
*Figure 84*
@ -667,7 +670,7 @@ All contours must have the same number of divisions. If you have changed a value
This function allows you to place an outline along a path to create an object (Figure 84).
![Figure 85]()
![Figure 85](images/pages/p242_2.png)
*Figure 85*
@ -705,7 +708,7 @@ You can additionally rotate the contour as you move along the path. The rotation
In order to have the size of the contour change along the path in a specified way, you can specify an additional "scale path". When creating the path object, MaxonCINEMA 4D then always calculates the current distance between the path polygon and the scaling polygon. If the distance is greater than the distance at the beginning of both polygons, the contour will increase, otherwise the contour will shrink (Figure 85b).
![Figure 85b]()
![Figure 85b](images/pages/p244_1.png)
*Figure 85b*
@ -733,7 +736,7 @@ This algorithm achieves good and predictable results even with the most complex
Reference 1.5.1
![Figure 86]()
![Figure 86](images/pages/p246_1.png)
*Figure 86*
@ -745,7 +748,7 @@ The layer object occupies a special position among the polygon objects, since he
>
> MaxonCINEMA 4D always begins connecting two contours at the beginning. Therefore, make sure that the beginning of the polygons are approximately together, otherwise the layered object will look twisted.
![Figure 87]()
![Figure 87](images/pages/p246_2.png)
*Figure 87*
@ -757,7 +760,7 @@ Enter the name of the layer object here. It can consist of a maximum of 15 lette
Reference II.5.1
![Figure 88]()
![Figure 88](images/pages/p247_1.png)
*Figure 88*
@ -765,7 +768,7 @@ Reference II.5.1
The screw object is very similar to the move object. Instead of moving a contour, you can rotate the contour around its Y axis (Figure 88). If you specify a displacement at the same time, the contour winds on a screw around the axis of rotation (Figure 90). In this way you can easily make threads and screws.
![Figure 89]()
![Figure 89](images/pages/p247_2.png)
*Figure 89*
@ -791,11 +794,11 @@ Reference 11.5.1
The arrangement of the contour along the screw path follows the rules described in the "path object" function (Reference 11.5.2).
![Figure 90]()
![Figure 90](images/pages/p248_1.png)
*Figure 90*
![Figure 91]()
![Figure 91](images/pages/p249_1.png)
*Figure 91*
@ -803,7 +806,7 @@ The arrangement of the contour along the screw path follows the rules described
With this function you can move a polygon in a definable direction (Figure 91). MaxonCINEMA 4D automatically connects the original polygon and the moved polygon with quadrilaterals. If desired, the cover surfaces are closed so that the object is closed.
![Figure 92]()
![Figure 92](images/pages/p249_2.png)
*Figure 92*
@ -827,7 +830,7 @@ Reference 11.5.1.
![Special objects](images/objectBar/objectBar_06.png) This symbol hides a collection of highly complex objects that can be created at the push of a button.
![Figure 93]()
![Figure 93](images/pages/p251_1.png)
*Figure 93*
@ -835,7 +838,7 @@ Reference 11.5.1.
You can use this function to get an "animation-ready" character (Figure 93). Since all hierarchies have already been created, you can use the "drag" function to bring the figure into the desired position very easily.
![Figure 94]()
![Figure 94](images/pages/p251_2.png)
*Figure 94*
@ -847,7 +850,7 @@ Enter the character's name here. It can consist of a maximum of 15 letters.
With "Size" you specify the Y extent of the figure. The other extents are adjusted proportionally.
![Figure 95]()
![Figure 95](images/pages/p252_1.png)
*Figure 95*
@ -865,7 +868,7 @@ l but the squares generated are no longer flat, MaxonCINEMÄA 4D divides them in
If MaxonCINEMA 4D didn't halve the maximum value for the random displacement after each subdivision step, you would only get an entity resembling a steel brush or a hedgehog instead of a mountain. Namely, the basic principle of fractal structures is to add small randomnesses to data depending on that data. Without this dependency, all you get is a tangled set of data.
![Figure 96]()
![Figure 96](images/pages/p253_1.png)
*Figure 96*
@ -893,7 +896,7 @@ If a completely random function were used to randomly shift the partial points,
For this reason, MaxonCINEMA 4D uses a quasi-random function that can be started with a numerical value. If the values are the same, you get the same mountain range every time. You can freely choose the numerical value between 0% and 100%.
![Figure 97]()
![Figure 97](images/pages/p255_1.png)
*Figure 97*
@ -901,7 +904,7 @@ For this reason, MaxonCINEMA 4D uses a quasi-random function that can be started
This function interprets the gray values of an image as height values and converts them into a three-dimensional relief. The relief is created in the XZ plane of the world coordinate system (Figure 97).
![Figure 98]()
![Figure 98](images/pages/p255_2.png)
*Figure 98*
@ -933,7 +936,7 @@ This factor indicates whether every color pixel of an image should really be con
For example, if you change the reduction value to 3, 3x3 pixels of the image are always added together to form a single height value. The higher the Reduction value, the smaller the number of triangles generated. At the same time, however, more and more high-level details are lost.
![Figure 99]()
![Figure 99](images/pages/p258_1.png)
*Figure 99*
@ -953,7 +956,7 @@ The color of the sun is not pure white, but corresponds to the yellowish light c
The "Sun" function is intended for users who want to simulate realistic colors and shadows at different times of the day, for example when planning a landscape or building a house.
![Figure 100]()
![Figure 100](images/pages/p259_1.png)
*Figure 100*
@ -965,7 +968,7 @@ Enter the time (CET) and the date for which the position of the sun is to be cal
Enter the latitude of your location on the earth's surface here. For Munich this is about 48°, for Frankfurt 50.1° and for Hamburg 53.6°.
![Figure 101]()
![Figure 101](images/pages/p260_1.png)
*Figure 101*
@ -973,7 +976,7 @@ Enter the latitude of your location on the earth's surface here. For Munich this
This function is particularly interesting for titling videos, as it makes it very easy to create three-dimensional lettering. All you have to do is type in some text or load an ASCII file and you will have an object consisting of three-dimensional letters (Figure 101).
![Figure 102]()
![Figure 102](images/pages/p260_2.png)
*Figure 102*
@ -1023,7 +1026,8 @@ It is of course up to you what you store under a specific ASCII number for an ob
### 3.7 Ground
![Ground](images/objectBar/objectBar_07.png) The floor is a special object because it can only exist once. Regardless of its object axes, it always lies in the XZ plane and goes through the origin of the world coordinate system. However, you can freely assign materials and textures to it.
![Ground](images/objectBar/objectBar_07.png)
The floor is a special object because it can only exist once. Regardless of its object axes, it always lies in the XZ plane and goes through the origin of the world coordinate system. However, you can freely assign materials and textures to it.
> **Note**
>
@ -1035,7 +1039,8 @@ The ground is only displayed during the image calculation. It is only visible on
### 3.8 Sky
![Sky](images/objectBar/objectBar_08.png) The sky is an infinite sphere centered at the origin of the world coordinate system. The sky is a similar special object as the ground. There can only be one sky in the scene.
![Sky](images/objectBar/objectBar_08.png)
The sky is an infinite sphere centered at the origin of the world coordinate system. The sky is a similar special object as the ground. There can only be one sky in the scene.
You can turn the sky on or off by selecting this icon.

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