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The Cat (using a script extension with curvy 1.5)
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Fri Jul 17, 2009 4:51 am    Post subject: The Cat (using a script extension with curvy 1.5) Reply with quote

Edit :- general tidy up of post to reflect its intent of sharing information


The sort of thing I'm now getting out of using the script extension


WARNING :- remember scripts overwrite your work in curvy.
So only use this script as your first object or make sure you have saved your work before using it (all at your own risk Smile )

http://homepages.tesco.net/sculptor/wkg12tri.txt (right click and save link as)

So what is it all about ? with a little bit of effort I constructed a script that produces a 12 segment object.
It gives the capability of producing sharper edges and concave curves with ease.

Here are a few tips for using it.
Have a play first.
Select one of the segments and use the widgit move tool with different brush shapes and sizes.
Select one of the segments and use curve -> redraw as semicircle etc.
Use the draw details tool on one of the segments.
Keep an eye on the top view to ensure you are pulling segments out straight.(if you want to)


Because the overall object is holding its shape better while i am working on it, I find there are a whole new set of possibilities .
Don't be put off by the simple shape you first see.
Once you have had a bit of practice you will see how much work it can save you.


p.s. you can control and z back through the script and have fewer segments (3 would make a birds beak)
or you can delete various segments.

Edit :- Challenge see if you can work out how to make an aeroplane in about 30 seconds (clue -- a widgit move tool with a narrow brush pulling on a corner) Rolling Eyes

Edit :- for ease of working either physically rotate the model in top view, or using the perspective view use the right or left arrow keys to turn the object. This is so you can keep track of which segment you are working on.( and reduces accidental distortion)


Last edited by sculptor on Sun Jul 26, 2009 6:47 pm; edited 1 time in total
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Fri Jul 17, 2009 3:40 pm    Post subject: A version of script for curvy beta Reply with quote

Here is a version of the script modified for the curvy beta.
(It took me sometime to work out the difference Laughing )

http://homepages.tesco.net/sculptor/betatri.txt


same warnings apply
SAVE WORK before using
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Fri Jul 17, 2009 11:15 pm    Post subject: Reply with quote

SAVE WORK before using

I'll start posting a few complete scripts to demonstrate.

here is a curvy 1.5 script

For this one we just pull out two opposite edges to different lengths and copy the object.

http://homepages.tesco.net/sculptor/leaf15.txt (right click and save as)



Last edited by sculptor on Sun Jul 26, 2009 7:03 pm; edited 1 time in total
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Sun Jul 19, 2009 1:52 am    Post subject: Reply with quote

SAVE WORK before using scripts

lets make a flower using our object created with the wkg12tri.txt script. (curvy 1.5)

pull out alternating curves to form petals.

flatten the flower with the flatten tool

make a copy and scale it
use widgit move tool to bend petals as required.

here is a script showing it being made

http://homepages.tesco.net/sculptor/flower.txt


tip:- sometimes if a script does not play as expected restart curvy
and try again.
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Sun Jul 19, 2009 1:06 pm    Post subject: Reply with quote

SAVE WORK before using scripts


Here is a wheel script

http://homepages.tesco.net/sculptor/wheel.txt

(a simple grid has then been used as a curvy map.)
Of course wheels can become space stations etc



Tip :- some idea of what is going on in the scripts can be seen by
watching the tool selection boxes
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Sun Jul 19, 2009 4:07 pm    Post subject: Human face forming Reply with quote



Now a bit more advanced working (still using curvy 1.5)
(these are just the first few lines (about 2 minutes work))

A few tips

either rotate a few segments closer together or make a few new ones so that
lines are closer together around nose and mouth.
Make the nose longer than required so that later smoothing does not make it too short.
In fact make all your details slightly more than you first imagine.

Edit:- another tip
If you run the wkg12tri.txt script and convert the curves to say semi-circles (or what ever) then save the curvy file at that point.
It means you will have a little library of different shaped 12 segmented objects for future use.


Last edited by sculptor on Mon Jul 20, 2009 2:31 am; edited 2 times in total
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Mr.Nemo
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Joined: 04 Feb 2004
Posts: 722
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PostPosted: Sun Jul 19, 2009 8:55 pm    Post subject: Reply with quote

Wow! Very nice script work. The wheel one can come in real handy for making wheels for cars. Making them in Max is sometimes time consuming. Will definitely check it out.
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Vanrailey



Joined: 10 Feb 2009
Posts: 74

PostPosted: Sun Jul 19, 2009 9:03 pm    Post subject: Reply with quote

Man... that wheel one got me.. I was like wooo... Why didn't I think of that xD. Awesome scripts.
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Mr.Nemo
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PostPosted: Sun Jul 19, 2009 11:12 pm    Post subject: Reply with quote

Haha I just realized I pointed out an apparent obvious. But making wheels will be much easier now.
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Mon Jul 20, 2009 12:09 am    Post subject: fairing type objects (curvy 1.5) Reply with quote

SAVE WORK before using scripts


I thought I would post this script as it shows one way of "fooling curvy"
into giving you what you want.

http://homepages.tesco.net/sculptor/fairing.txt




Tips :- simply rough out some near circles
convert them to circle-arcs
rotate and move them into place
you will probably want to select double sided
The trick in this one is to convert to a mesh then repeatedly do a s smooth
until the shape falls into place
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Mon Jul 20, 2009 1:08 am    Post subject: hull shape (curvy 1.5) Reply with quote

SAVE WORK before using scripts


Here is another neat trick to force curvy to obedience

http://homepages.tesco.net/sculptor/boat.txt




Curvy is always trying to loop the loop (naturally because it is lathing)
In this one we line up three semi circles in front view.
Then drag them apart in side view.
Now the trick :- we draw a little capping line in front view over our semicircles chopping off all those unwanted loops Very Happy
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Mon Jul 20, 2009 2:09 am    Post subject: A little summing up Reply with quote

Curvy is full of surprises , there always seems a way to get something done even if it may take time to find out how. But when you do find a way, it is usually quick and creative.
It is very similar to something like a paint brush. There are many ways to discover of using it.


Last edited by sculptor on Sun Jul 26, 2009 7:04 pm; edited 2 times in total
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Thu Jul 23, 2009 1:05 am    Post subject: Reply with quote

if you have read this far
you may be interested in this post Question

http://www.curvy3d.com/forum/viewtopic.php?t=1987
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Thu Jul 23, 2009 8:09 pm    Post subject: hair Reply with quote




good hair texture tutorial at

http://talismandesigns.blogspot.com/2007/09/creating-seamless-prim-hair-textures-in.html


this particular texture at
http://www.filterforge.com/filters/980.html
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sculptor



Joined: 30 Mar 2009
Posts: 469
Location: uk

PostPosted: Thu Jul 23, 2009 8:11 pm    Post subject: sail on Reply with quote


a little exercise in simple modeling of a yacht
using the boat hull script


Last edited by sculptor on Sun Jul 26, 2009 7:06 pm; edited 1 time in total
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