Added ttext for the first 30 pages of The object bar section

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George Sokianos 2022-03-30 00:30:15 +01:00
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- [The main bar](#the-main-bar)
- [I. The main bar](#i-the-main-bar)
- [1. Edit view](#1-edit-view)
- [2. Edit points](#2-edit-points)
- [3. Edit object](#3-edit-object)
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- [21. 4T](#21-4t)
- [22. P](#22-p)
# The main bar
# I. The main bar
The main bar contains the most important and most frequently used symbols and functions of MaxonCINEMA 4D. It is divided into five areas:

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# II. The object bar
The object bar includes all object-creating functions, the MaxonCINEMA 4D system extensions and the Boolean operations.
![Figure 32]()
*Figure 32*
## 1. System Extensions
![Extensions](images/objectBar/objectBar_01.png)
If you click on this symbol and keep the mouse button pressed, a drop-down menu appears with all installed MaxonCINEMA 4D system extensions. System extensions are independent programs that can communicate with MaxonCINEMA 4D. They expand the functionality of MaxonCINEMA 4D without you having to wait for new program versions.
In order to install a system extension, you must place the corresponding program in the "Extensions" drawer, which is located in the MaxonCINEMA main directory. The next time you start the program, the system extension can then be accessed directly via the drop-down menu of the "system extensions" icon.
Even if you don't have a MaxonCINEMA 4D system extension, you can make extensive use of this function. You can place any objects constructed with MaxonCINEMA AD in the "Extensions" drawer and then call them up in the program "at the touch of a button". If you need certain object shapes often, you can include them in the program this way!
## 2. Boolean
![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*
> **Note**
>
> The basic requirement for the Boolean operations are two massive, overlapping bodies. Unclosed bodies can lead to unforeseen results.
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*
With objects created with Boolean operations, it can sometimes happen that, despite smoothing ('Phong shading') during image calculation, they have hard edges, as if smoothing were switched off. This is not an error in Boolean operations, but a fundamental problem: when objects with few subdivisions are intersected, very long, thin triangles are formed. These prevent the "smoothing" effect.
This can be remedied by subdividing objects. This automatically makes the newly created triangles smaller and more regular, which has a positive effect on the image calculation.
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*
There are four different Boolean operations:
* A + B
With this function you can merge the object (A) with another object (B) (Figure 36).
![Figure 36: A + B]()
*Figure 36: A + B*
* A - B
With this function you can subtract the object (B) from another object (A) (Figure 37).
![Figure 37: A - B]()
*Figure 37: A - B*
* A \* B
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*
* A - (B))
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)*
> **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*
## 3. Basic Objects
![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*
### 3.1 axis
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*
**"Name"**
Enter the name of the object here. It can consist of a maximum of 15 letters.
![Figure 43]()
*Figure 43*
### 3.2 triangle
This function creates what is probably the most elementary object, the triangle (Figure 43). The triangle is always generated at right angles. The two legs are parallel to the X and Y axes of the world coordinate system.
> **Note**
>
> 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*
**"Name"**
Enter the name of the triangle here. It can consist of a maximum of 15 letters.
**"Width", "Height"**
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*
### 3.3 level
In contrast to the "Square" basic object, which only consists of a single area, the "Plane" function creates a quadrilateral that is subdivided into additional quadrilateral areas (Figure 45). The object is in the XZ plane of the world coordinate system.
The basic object “Layer” is very well suited for subsequent changes using the “Crinkle”, “Wrap” and “Deform” functions.
> **Note**
>
> 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*
**"Name"**
Enter the name of the level here. It can be a maximum of 15 characters long.
**"Width", "Depth"**
Here you can expand the plane in X or Enter Z direction.
**"Width Segments", "Depth Segments"**
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*
### 3.4 Cone
This function creates a cone whose bottom surface is in the XZ plane (Figure 47).
![Figure 48]()
*Figure 48*
**"Name"**
Enter the name of the cone here. It can consist of a maximum of 15 letters.
**"Radius"**
Radius of the circular bottom surface of the cone in the XZ plane of the world coordinate system.
**"Height"**
Height of the cone from the disc to the apex.
**"Circle segments"**
Number of subdivisions. The cone shell and the bottom surface consist of the number of segments specified here.
**"Floor"**
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*
### 3.5 bullet
This function creates a sphere consisting of either triangles and quadrilaterals (Figure 49) or a mathematically perfect sphere (Figure 50).
![Figure 51]()
*Figure 51*
**"Name"**
Enter the name of the ball here. It can consist of a maximum of 15 letters.
**"Radius"**
Enter the radius of the sphere here.
**"Perfect Sphere"**
With this option you can specify whether you prefer a sphere made up of triangles and squares or a mathematically perfect sphere.
The perfect sphere has the advantage that it looks best when the image is calculated in the scanline algorithm and in the ray tracer, since it is the only one that is really round. In addition, it can be calculated very quickly - much faster than a sphere composed of surfaces. On the other hand, you cannot subsequently deform or alienate perfect spheres.
**"Segments"**
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*
### 3.6 Light source
This function creates a standard shadow-casting light source that emits white light as a point without attenuation (Figure 52).
![Figure 53]()
*Figure 53*
**"Name"**
Enter the name of the light source here. It can consist of a maximum of 15 letters.
![Figure 54]()
*Figure 54*
### 3.7 Pyramid
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*
**"Name"**
Leaves
Enter the name of the pyramid here. It can consist of a maximum of 15 letters.
**"Broad"**
You can use this value to specify the edge length of the square base area.
**"Height"**
Enter here how far the top of the pyramid is in the Y-direction above the base.
![Figure 56]()
*Figure 56*
### 3.8 rings
This function creates a ring (torus) in the
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*
**"Name"**
Enter the name of the ring here. It can be a maximum of 15 characters long.
![Figure 58]()
*Figure 58*
**"Ring radius"**
Here you enter the radius that determines the size of the ring (Figure 38).
**"Ring segments"**
Here you can specify how many segments the ring should consist of.
**"Pipe radius"**
The thickness of the tube, which winds on a circle with the ring radius, results from the tube radius.
**"Pipe Segments"**
This number indicates the subdivisions that a single segment of the ring should have.
![Figure 59]()
*Figure 59*
### 3.9 disc
This function creates a circular disk in the XZ plane (Figure 59).
> **Note**
>
> The disc is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 60]()
*Figure 60*
**"Name"**
Enter the name of the target here. It can consist of a maximum of 15 letters.
**"Radius"**
Enter the radius of the disk here.
**"Segments"**
Here you can specify how many segments the disc should be made up of.
![Figure 61]()
*Figure 61*
### 3.10 Tetrahedron
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*
**"Name"**
Enter the name of the tetrahedron here. It can consist of a maximum of 15 letters.
**"Edge length"**
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:
$$
h = ^k/_3 * \sqrt{6}
$$
![Figure 63]()
*Figure 63*
### 3.11 quadrilateral
This function creates a square in the XY plane (Figure 63). The sides of the quadrilateral are formed parallel to the X and Y axes of the world coordinate system.
> **Note**
>
> The quadrilateral is not a solid. Difficulties can therefore arise in connection with Boolean operations and refractive materials.
![Figure 64]()
*Figure 64*
**"Name"**
Enter the name of the square here. It can consist of a maximum of 15 letters.
**"Broad"**
Here you can specify the width of the square in the X direction of the world coordinate system.
**"Height"**
Here you can set the height of the square in the Y direction of the world coordinate system.
![Figure 65]()
*Figure 65*
### 3.12 Dice
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*
**"Name"**
Enter the name of the cube here. It can consist of a maximum of 15 letters.
**"Edge length"**
Here you can specify the edge length of the cube.
**"Separate Faces"**
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*
### 3.13 Cylinders
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*
**"Name"**
Enter the name of the cylinder here. It can consist of a maximum of 15 letters.
**"Circle segments"**
Here you can specify from how many segments the bottom and top surface of the cylinder or the cylinder jacket should be made up. The cylinder jacket is made up of squares, the top surfaces are made up of triangles.
**"Radius"**
Enter the radius of the cylinder here.
**"Height"**
Here you can set the height of the cylinder.
**"Cover surfaces"**
Here you can specify whether you want a closed or an open cylinder.
## 4. Polygons
![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*
### 4.1 axis
With this function you can create an "empty" polygon object. It can only be recognized by its origin or its axes on the screen (Figure 69). You can later fill this object with points and areas, or simply use it to group other objects.
**"Name"**
Enter the name of the object here. It can consist of a maximum of 15 letters.
![Figure 70]()
*Figure 70*
### 4.2 Flower
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*
**"Name"**
Enter the name of the polygon here. It can consist of a maximum of 15 letters.
**"Inner radius"**
This value indicates the size of the interior area where the leaves attach.
**"Outer radius"**
The petals range from the inner radius to the outer radius.
**"Petals"**
Enter here how many petals should be created.
![Figure 72]()
*Figure 72*
### 4.3 Circle
This function creates a circular polygon in the XY plane of the world coordinate system (Figure 72). It is very suitable for creating hoses or tubes with the "path object" function.
> **Note**
>
> 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*
**"Name"**
Enter the name of the polygon here. It can consist of a maximum of 15 letters.
**"Radius"**
Select the radius of the circle here.
![Figure 73b]()
*Figure 73b*
### 4.4 line
This function creates a line parallel to the X-axis of the world coordinate system (Figure 73b).
![Figure 74]()
*Figure 74*
**"Name"**
Enter the name of the polygon here. It can consist of a maximum of 15 letters.
**"Length"**
Specify the length of the line here.
![Figure 75]()
*Figure 75*
### 4.5 N corner
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*
**"Name"**
Enter the name of the polygon here. It can consist of a maximum of 15 letters.
**"Radius"**
Here you select the radius on which the corners of the polygon are to lie.
**"Corners"**
Specifies the number of polygon corners.
![Figure 77]()
*Figure 77*
### 4.6 star
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*
**"Name"**
Enter the name of the polygon here. It can consist of a maximum of 15 letters.
**"Inner radius"**
This value determines the size of the interior area where the spikes attach.
**"Outer radius"**
The spikes extend from the inner radius to the outer radius.
**"Spikes"**
Enter here how many spikes are to be generated.