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Lesson 7: Making a Mouse

Now that you have used some of the curve and surface construction tools, you can further develop your modeling techniques by constructing a computer mouse. This lesson gives you more practice applying some of the modeling functions you have just learned, and also introduces you to text and beveling.

Initial Setup

Starting from an empty scene, you can construct the curves and surfaces needed to build the mouse.

Start a New file and set up views.

  1. From the File menu, select New to start a new file. If prompted, click Yes to delete all objects, shaders, views and actions.
  2. In the perspective window, use the tumble tool to display a more 3D view.

Building a Rounded corner

You start by constructing a rounded corner using a partial circle and the Boundary function.

Draw a quarter circle.

  1. Select Objects Primitives Circle-. Change Sweep to 90, and Sections to 4.

  2. Click Go. Press and hold the Alt key to temporarily turn on Grid snapping and click in the Top window at the origin.

    Tip: Using grid snap ensures that you place CVs at the grid intersection points.

    Rotate and scale the quarter circle.

  3. With the circle still active, select Xform Rotate and enter 0 0 -90. This rotates the circle 90 degrees around the Z-axis.
  4. Select Xform Scale, and enter 2 to scale the primitive to twice its size.

    Copy the quarter circle.

  5. With the primitive still active, from the Edit menu, select Duplicate object-. Set the Rotation to -90 degrees around the X-axis.

  6. Click Go.

    Copy the new quarter circle.

  7. With the primitive still active, from the Edit menu, select Duplicate object-. Click Reset and set the Rotation to -90 degrees around the Z-axis.

  8. Click Go. You now have three quarter circles, their ends joined. Dolly into the Perspective window to see the curves.

Build a boundary surface using these three curves.

  1. Select Surfaces Boundary surfaces Boundary-. Set Boundary Curves to Three, then turn Create History off.

  2. Click Go. You are prompted to: select the first apex boundary curve; followed by: the second apex boundary curve; and finally: the curve opposite the apex. The order in which the curves are picked determines the isoparms of the surface. Pick them in the order shown below. The resulting surface should appear like the rounded shape.

    Delete the construction curves.

  3. Select Pick Object and click-drag a pick box around the surface and the curves. The surface is unpicked and the curves picked. From the Delete menu, select Del active to remove the curves.

The Back Edge

You construct the back edge of the mouse by creating a mirror copy of the corner, then skinning between them.

Move the boundary surface.

  1. Select Pick Object and click on the boundary surface.
  2. Select Xform Move, and type 4 to move the surface 4 units in the X direction. Dolly into the Perspective view to see the new position.

    Mirror copy the surface.

  3. From the Edit menu, select Duplicate object-. Press Reset to clear any existing values. Set Translation along the X-axis to -8.0, and Scaling along the X-axis to -1.0.

  4. Click Go. The -1 scaling factor creates a mirror image of the geometry along the X-axis.

    Skin together the ends of the corner surfaces.

  5. Select Surfaces Skin-. Set the Number of Spans to 4.

  6. Click Go. In response to the system prompt, click on the last isoparm of the first boundary surface, then click on the last isoparm of the second boundary surface, as shown in the following image.

    Note: If you accidentally skin the wrong edges together, use Del active from the Delete menu to delete the new surface, and try building the surface again.

Construction of the side edges

You are now going to duplicate curves from the existing surfaces to create new curves for skinning.

Duplicate the end isoparms of the right corner.

  1. Select Curve Edit Create Duplicate curve. Click on the end isoparm of the right corner surface as shown below.

    Move the new curve.

  2. Select Xform Move and enter:
    r 0, 5, 0, to move the curve relative to its current position. Dolly and tumble in the Perspective window to see the curve better.

    Copy the duplicated curve.

  3. With the duplicated curve still active, from the Edit menu, select Duplicate object-. Press Reset to clear any previous settings. Set the Translation for the Y-axis to 8.0 and for the Z-axis to
    -0.5
    .

  4. Click Go to copy and translate the curve along the Y- and Z-axis.

    Create two skinned surfaces along the edge of the mouse.

  5. Select Surfaces Skin. Click on the end of the right corner, then the first duplicated curve to build a skin surface.
  6. Click on the two copied curves to create a second skinned surface.

    Mirror-copy these surfaces to the other side.

  7. Select Pick Object and click on the first skin surface to add it to the active set.
  8. From the Edit menu, select Duplicate object-. Click Reset to clear the previous settings. Set the X-axis Scaling to -1.

  9. Click Go. This mirrors the two skinned surfaces across the X-axis, to create the opposite side of the mouse.

    Center the geometry around the axis.

  10. Select Pick Nothing, then Pick Object. Click-drag a pick box around all the geometry.
  11. Choose Xform Move and enter 0, -6.5, 0 to move the surfaces in relative mode. Click Yes to remove history.

    This centers the geometry in the Top view. You may wish to track and dolly in various view windows to see the entire model.

    Delete the construction curves.

  12. Select Pick Nothing, then Pick Component- . Turn all options to Off, then click on the button next to Curves to turn this on.

  13. Click Go.
  14. Click-drag a pick box around the whole model to pick the curves. From the Delete menu, select Del Active to remove them.

Finishing the top of the mouse

To create the back edge of the mouse, you copy the front edge using rotation and translation factors. You then create a skinned surface for the top of the mouse.

Copy the front edge of the mouse.

  1. Select Pick Object. Click on the three surfaces that represent the front edge of the mouse.

  2. From the Edit menu, select Duplicate object-. Press Reset to clear the previous settings. Set Translation for the Y-axis to 13.0, Translation for the Z-axis to -0.5, and Scale for the Y-axis to -1.

  3. Click Go to create a copy. The back edge of the mouse is copied to the front, creating the other edge of the mouse.

    Create a skinned surface for the top of the mouse.

  4. Select Surfaces Skin. In the Top window, click on the top isoparms of the side surfaces, labeled 1 and 2 in the diagram below, to create the first surface.
  5. Click on the top isoparms labeled 3 and 4 to create the second surface.

    This completes the top surface of your mouse.

Constructing the bottom edge

The bottom edge of the mouse is created using the bottom isoparms of the edge surfaces as reference. By duplicating these isoparms and attaching them into a single curve, you can create a construction curve for the bottom edge.

Hide the two top surfaces.

  1. With Nothing picked, select Pick Object. Click on the two top surfaces to make them active. From the Object Display menu, select Invisible to leave only the side and end surfaces visible.

    Tumble the Perspective window.

  2. From the Layouts menu, select Perspective to make the Perspective window fill the screen. This makes it easier to pick curves. Tumble the view around so you can clearly see all of the bottom edge curves of the model as shown below. You need to be able to select these curves to complete the next step.

    Duplicate the ten base curves of the mouse.

  3. Select Curve Edit Create Duplicate curve and click on the base curves as indicated above.

    The curves that need to be selected and duplicated are as follows: 4 corner edge curves, 4 side edge curves (each side being comprised of 2 curves), 1 front edge curve and 1 back edge curve.

    Note: You may need to tumble the view to easily pick the required isoparms.

    Tip: If at any time you pick the wrong isoparm, select Delete Active and start again.

    Turn on the CV control for the curves.

  4. The duplicated curves remain active. Select ObjectDisplay Control -. Turn all the options off then turn CV On. Click Go and close this window.

    Template the side surfaces of the mouse.

  5. Using Pick Object and the left mouse button, click-drag a pick box around the entire model. This picks all the surfaces (and unpicks the duplicated curves).
  6. From the ObjectDisplay menu, select Template to template all geometry, except for the duplicated curves. Now you can continue working with the duplicated curves without affecting the other geometry.

    Reverse the direction of some curves.

  7. You are about to attach the curves together. First, you must ensure they are all traveling in either a clockwise or counter clockwise direction. Click the left mouse button to select a curve. To determine the direction of the curve, find the start box. The curve starts at the start box and continues in the direction of the U direction icon. Click the curve again to deselect it.
  8. Click the adjoining curve, moving in a clockwise or counter clockwise direction. Determine the curve's direction. It must be traveling in the same direction as the previous curve. To reverse the direction of the curve, select Object Edit Reverse direction and click Reverse One. Click the curve again to deselect it. Continue around the bottom edge until you have ensured that all curves are traveling in the same direction.

    Attach all the curve pieces.

  9. Select Object Edit Attach
    Attach -. Set Type to Connect.

  10. Click Go.
  11. Starting from the bottom corner, click curve 9, as shown in the following illustration.
  12. Click curve 8.
  13. Next, click the new curve formed by 9 and 8, and then click 7.
  14. Click the new curve formed by 9, 8 and 7, and then click 6.

  15. Work your way around the curves. Attach the curves together sequentially so that the end of one curve is attached to the start point of the next.
  16. After all curves have been attached, you should attach the curve to itself, to close it.

Create the bottom curves

Copy the new curve.

  1. Select Layouts All windows All (Studio) to return to four window views.
  2. With Nothing picked, select Pick Object and click on the new curve.
  3. From the Edit menu, select Duplicate object-. Press Reset to clear any previous settings. Enter a Translation of -0.5 along the Z-axis. Click Go.

    Pick the CVs belonging to the curve.

  4. With nothing picked, choose Pick Point types CV-. Turn on Use Lasso.Click Go. Use the mouse to draw a lasso around all the CVs on the duplicated curve.

    Note: Several pick boxes would have been necessary in this case to avoid picking CVs on the other curve.

    Move the CVs down using grid snap.

  5. Select Xform Move. Press the Alt key (or the appropriate hot key) to temporarily turn on grid snapping.
  6. In the Right window, use the right mouse button to click-drag downwards to the grid line that represents the -1 horizontal position on the Z-axis. The CVs of the curve should snap down to this grid line and flatten out.

    Tip: If you use the wrong mouse button, from the Edit menu, select Undo.

    Note: This method of "flattening" a curve is very powerful. When you move CVs using grid snap, they usually snap to the same point. But, by combining grid snap and the right mouse button constraint, you can flatten the curve.

    Copy the new flattened curve.

  7. With nothing picked, select Pick Object. Click on the new curve.
  8. Select Xform Local set Pivot and enter a 0, 0, 0 to move the pivot in absolute mode. It is now at the center, ready for scaling.
  9. From the Edit menu, select Duplicate object-. Click on Reset, and then enter a Z-axis Translation of -0.5, and a Scaling factor of 0.9 in all directions.

  10. Click Go. This new curve will be used to create the beveled edge surface on the underside of the mouse.

    Create the bottom surface of the mouse.

  11. Select Surfaces Skin. Click on the first two curves to create a skinned surface.
  12. Click on the bottom two curves to create a second surface.

Cleaning up the Model

Turn off the CV controls.

  1. Select ObjectDisplay Control -, change the Scope to All, and turn all the options off. Click Go and close this window.

    Reveal the hidden parts of the mouse.

  2. Select Pick Nothing, then Pick Template. Click-drag a pick box around any templated geometry.
  3. From the Object Display menu, select Template to untemplate the geometry.
  4. From the Object Display menu, select Visible to make the top surface visible.

    Save your model.

From the File menu, select Save as. Enter the name Mouse_01 and click Save Wire.

Adding Detail to the Mouse

With the mouse body constructed, use some of the modeling methods outlined in this lesson to construct the mouse buttons and cord connecting the mouse.

This exercise may prove to be a challenge, but in doing it, you'll apply many of the ideas you have learned so far.

Note: Once you have completed the mouse, pick all the parts of the mouse. From the Edit menu, select Group to group the pieces together.

Adding a logo with beveled text

Next, you add a logo to the mouse. It is made of 3D geometry that has been beveled and placed on the top surface of the mouse. First, you create two dimensional text, for later beveling and extruding.

Template the existing geometry.

  1. With nothing picked, select Pick Object. Click-drag a pick box around the completed mouse.
  2. From the Object Display menu, select Template to template the mouse.

    Enter the logo's name in the Text Parameter window.

  3. Select Objects Text... to open the Text Parameters window. Notice that your login name appears in this window as the default text.
  4. Click in the Text bar. (It turns light pink, indicating it is awaiting input.) Press the Esc key at the top left corner of the keyboard to clear the existing text. Type ALIAS and press Enter.

  5. If you move the cursor out of the Text Parameters window with the mouse, you can see the text ready to be placed, but do not click down on the screen at this point.

    Pick a font and enter letter size and spacing.

  6. Click on Humanist521-Ultra-Bold from the Font Name Selection list to change the typeface. Move the cursor into a modeling window to see the text.

    Note: The fonts shown in this lesson may differ from those available in your version of Alias.

    If you would like to see additional non-keyboard standard characters, click on the Show Sample button which opens the Font Sample window. You can scroll around in the new sample window with the slider bars. Below each letter and symbol is an ASCII number that can be typed with a preceding\ (backslash) in the text window to get a symbol that isn't on the keyboard (for example, /478 produces the symbol for infinity). Close the Font Sample window.

  7. Enter a Letter Size of 1.2 and Letter Spacing of 0.1. These values affect how the text will look when it is placed.

    Place the text in the top window.

  8. Dolly and track in the Top window to see the whole mouse, ignoring the text that clings to your cursor. Next, click in the Top window to place the text in the lower right corner of the mouse.

    The text is placed as a grouped object made up of face surfaces.

  9. Close the Text Parameter window and select Pick Object to get rid of the text cursor.

    Open the SBD window.

  10. Select Windows SBD and notice the grouping of the object you have just created by checking with the diagram below. Each letter can be picked as an individual object in the SBD window, and has its own pivot point.

  11. Close the SBD window.

Beveling

Next, you bevel and extrude the two dimensional text into three dimensional geometry and place it onto the mouse model. The Bevel option works with curves or with face objects.

Reverse the direction of the letters.

In order to bevel downwards, you must reverse the direction of the curves making up the text.

  1. With the letters still active, select Object Edit Reverse direction. Click Reverse All to reverse the direction of the curves of all of the letters.
  2. Select Pick Object and click on the text.

    Bevel the text.

  3. Select Surfaces Fillet surfaces Bevel - to open the option box. Leave the Width, Depth and Bevel Extrusion Depth set to the defaults as these will be set interactively with the mouse later. Set Sides to Single to put the bevel at the front of the text only, and make sure both Front and Back Caps are turned on. Turn Keep Originals off and leave Corner Type at Arc.

  4. Click Go. A preview of the beveled text is displayed in the modeling windows. Notice that the menu prompt indicates the width, depth and bevel extrusion depth as the default values.

    Alter the bevel interactively.

  5. Click-drag in the Front window with the left mouse button. Drag across the screen and notice the change in the bevel width. Move to the Right window and click-drag the right mouse button to see how you affect the bevel extrusion depth.

    Note: The text is beveled upside down.

    Enter exact values for the bevel.

  6. Enter 0.1 0.1 0.4 with the keyboard. The bevel is updated. Click on the Go button to accept the bevel.

Placing the text

Now you move the text to the top surface of the mouse. You first group the beveled text under a single node, then use the Xform functions to place the text.

Group the text.

  1. With the text pieces still active, from the Edit menu, select Group. Note that when you make a new group, the pivot point is at the origin.
  2. Select Xform Local Set pivot and move the pivot to the middle of the letter I in the Top window.

    Move the text into place.

  3. Select Xform Move. In the Right window, click-drag with the right mouse button to move the text up to the top surface of the mouse.

    Save your model

  4. From the File menu, select Save as. In the File lister, type the name mouse_complete and click on Save wire.

    QuickRender the scene.

  5. With Nothing picked, select Pick Template. Click-drag a pick box around the whole model.
  6. From the Object Display menu, select Template to untemplate the mouse geometry.
  7. Click on the Perspective window. From the Render menu, select Quick Render -. Change the Quality to High and the Shading Frequency to 5. Click Go.

Conclusion

You have now completed the mouse tutorial. In this lesson you have learned how to:

This exercise represents one method of creating object logos. The other method is through rendering, where labels are mapped onto objects without generation any 3D geometry. Label mapping is covered in an upcoming lesson. After you have applied shaders to models, you may want to return to this lesson and render the mouse properly.

Note: Some text with very tight curves may produce undesirable results in Bevel, especially if you use a font from outside of Alias. Use with caution!



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