| Trains,
Boats, Planes
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
August on the coast of New Hampshire and Maine is usually the ideal
month for boating, fishing, and other summer activities. While
inland has been seasonably warm and relatively dry, the coast has
had more than its share of dense fog. Reasonable enough weather
for the beach, but just a few hundred yards offshore can be near
zero visibility, making navigating the rocky coasts and tight harbors
a real test of patience and navigation skills. Tuna fishing season
is in full swing and while most of the Blue Fin species that are
caught in New England waters are around 400 pounds, I did hear
of one nearby that was 790 pounds. They are fished with rod and
reel for the sport fisherman, but the commercial boats tend to
harpoon them from a long pulpit extending off the bow of the boat.
Pretty exciting stuff, in either case.
Travel
has been quiet this month as I’m starting into another
writing project and need to be in my office to be productive.
Siggraph in July was a very good event from my prospective. Discreet
was showing 3ds max 6 as a very stable beta software at the show
and while it will have enhancements like the Mental Ray rendering
engine and more VIZ like visualization tools, the main focus is
make it more stable and enhancing some productivity aids like more
efficient spline handling and the revised Schematic View.
New
advanced features are usually great for at least a segment of
the user
base, but my columns will still tend to focus on getting
the most out of the tools that we’ve had for years and are
not utilizing to their full potential.
This
month I’ll address a couple of topics that have come
to my attention in the form of questions from users lately. One
is the animation of train cars. I developed a solution a few years
ago that is simple and quite flexible. While it is applied to train
cars here the same method could be used to animate all sorts of
mechanical devices the follow similar tracks.
The next process will be the modeling of boats. If you can get
hull plans to use as a background image, box modeling can be very
effective in creating hulls quickly and accurately.
Lastly,
I’ll
show you how to create a plane in just a few simple steps.
Animating Train Cars
Many
types of train cars are not rigid frames with wheels, but are
a set
of “trucks” of wheels at each end of the
car that pivot on their own centers for a little steering capability.
This example uses a path and hierarchical linking in conjunction
with a Look-At constraint to keep the train convincing as it wends
its way through a couple of switches.
One
important factor with this setup is that it’s important
to have constant velocity to keep a constant distance between the
cars as they move. Another thing is to make the path long enough
or only animate part of the frames so the train never reaches the
far end during the animation. I’m sure there is a solution
to both issues but I haven’t taken the time to work them
out.
I
haven’t
had a look at it, but there is a free plug-in available at http://www.scriptspot.com called Toy Train that will
help with train animation. However, there are some very fundamental
techniques to learn from doing this exercise that you may be able
to apply to other problems you encounter. Always see if you can
find a solution first using basic max/VIZ tools and use plug-ins
to enhance productivity or to do something that is impractical
in the software alone.
I’m
including a file that was created in 3ds max 4 so it should load
into max
or VIZ 4 and the process will be the same
for either program.
The file called Max4_train.max contains simple objects for this
example. There are two boxes that act as the rear and front trucks
of wheels. There is a dummy at the rear truck and a train car that
spans the two trucks. Of course there is a line that will act as
a path through a switch that allows the train to move to another
track.
I
would suggest merging the path into a file of your own and walking
through
the steps first, then opening the finished file if it doesn’t
work as expected.
The Train Exercise
1.
The first step create a box called Rear_truck that is 5’ x
3’ x 2’. Next step is to apply a Path Constraint to
the Rear_truck and to choose the train_path with the Add Path button.
2. In the Path Parameters rollout, check Follow and check Constant
Velocity. In the Axis area check the Y-axis radio button to point
it in the right direction for this example. See Figure 1. Dragging
the Frame Slider with show the box moving along the path.

Figure 1: Assign a Path Constraint to the rear truck and check
Follow and Constant Velocity.
3. Select the Rear_truck, go to Edit pull-down menu and choose
Clone, name it Front_truck. Make it a Copy. Move the copy forward
with the Transform Type-in, I used 16 feet on my example. Dragging
the slider should show both boxes animating up the path, keeping
their distance between them constant.
4.
Create a Dummy and align it to the Rear_truck, Pivot to Pivot
in all axis’.
5.
Create a box for the train car that sits atop the two trucks
and call
it Car. My example is 23’ x 5’ x 4’.
In Hierarchy panel, Affect Pivot Only, use Align to align the pivot
of the car to the pivot of the Rear_truck.
6. Create a Dummy and align it Pivot to Pivot to the Rear_truck.
The scene should look similar to Figure 2.

Figure 2: Copy the Rear_truck forward on the path and build and
align a Car above them. Align the Pivot of the car to the Pivot
of the Rear_truck. Create and Align a Dummy to the Rear_truck.
7. Use Linking to link the Car to the Dummy and the Dummy to the
Rear_truck. The Select By Name dialog will look like Figure 3 when
you check the Display Subtree option.. If you drag the slider the
whole train will travel down the path, but the Car behaves badly
on the curves.

Figure 3: Link Car to Dummy01 and Dummy01 to Rear_truck.
8. Select the Car. In the Motion panel, highlight Rotation and
assign a LookAt Constraint. Click Add LookAt Target and pick the
Front_truck. The car will probably flip. Choose Y in the Select
LookAt Axis area (or which ever makes the car point correctly).
See Figure 4.

Figure 4: Assign a LookAt Constraint to the Car and pick Front_truck
as the target
9. Drag the Frame Slider and the train car should follow the trucks
around the switch bends.
To
create other train cars you can select all the parts to this
car, hold the Shift key and move them forward to an appropriate
position. There is a file called Max4_train01.max (download file
below) that illustrates two cars on the track.
While this is not a solution for all possible cases involving
trains, you should learn some valuable lessons here that will help
you with developing your own approaches to similar problems.
The Dory
In the next exercise you will create a quick Grand Banks style
dory using box modeling. First you will call up dory plans as a
background image, and then create a box by tracing those plans.
Finally, you will slice the box and move vertices to match lines
on the plans to rough out the hull.
The Dory Exercise
1. In a new file, go to Views pull-down, Background Image. In
the dialog, click Files and open doryplan1.jpg. Check Match Bitmap
in Aspect Ratio area and All Views in Apply Source and Display
To area. See Figure 5.

Figure 5: Open a background image called doryplan1.jpg in all views.
(Download ZIP file below) Check Match Bitmap and All Views
in the dialog.
2. Zoom out in each viewport to see the image fully. In each viewport
disable the Grid with the G key and right-click on the Perspective
label and turn of the image display.
3.
Create a box in the Top viewport that matches the extent of the
hull plan.
It is helpful to make to Top viewport shaded and
to right-click on the Box and set it’s properties to See-Through.
See Figure 6.

Figure 6: Create a box in the Top viewport and resize and align
it to the top dory plan.
4. In the Left viewport, rotate the box 90 degrees and resize
and align it with the side view plan. See Figure 7.

Figure 7: In Left viewport, rotate and resize the box to match
the height of the dory in the side plan.
5. Select the box, right-click on it and Convert to Editable Poly.
In the Modify panel, Stack view, highlight Element sub-object mode.
(in Max 4 use F2 to highlight the sub-object in red) In the Edit
Geometry rollout, click the Slice Plane button. Click the Slice
button to slice the box vertically down the center.
6. In the Left viewport, rotate the yellow slice plane gizmo 90
degrees and move it to the lowest rib in the hull plan. See Figure
8.

Figure 8: Rotate the Slice Plane 90 degs and position it over the
lower rib in the Left viewport.
7. In the Modify panel, click the Slice button to cut new edges
through the box. Repeat this step for each of the 6 other ribs.
Click Slice Plane to exit that mode when you are done.
8.
Now it’s
a matter of going to sub-object vertices and moving vertices
in place to match the outline of the plans. You
will have to work in all the viewports and be careful which vertices
you are moving, but the process will go quickly and the hull will
be accurate. See Figures 9, 10, 11.

Figure 9: Use the side plan to move top and bottom vertices into
place.

Figure 10: Rotate and move the object to align with the top plan.

Figure 11: The end plan is a bit different. The plan show one side
from the bow back to the last visible point and the other side
shows from the stern forward. You will have to rotate several
times so that each side matches with the correct plan. Use the
Perspective viewport to select vertices to make sure you have
the correct one.
What
takes some getting used to is reading the end plans of the boat.
While
you are practicing, save often so when you make mistakes
you don’t have to do it all over. That’s good advice
at all times!
Try finding more complex boats and only doing half the hull then
mirroring it and attaching and welding to make a whole hull. Max
5 users can use the Symmetry modifier to do that in one operation.
To resize the boat correctly, you can apply an Xform modifier and
scale it to what ever you want.
Plane Exercise
Go to Create, Plane. Pick and drag in the viewport.
Sorry
couldn’t
resist a little joke here. It made the title of the column sound
better.
Summary
Train and boat questions come up fairly often on the various websites
and, hopefully, these two simple exercises will set you on a path
to find solutions to these and other questions that might be a
related issue.
The point is, the more things you know how to do in max and VIZ
the easier it will be to come up with innovative solutions of your
own when you need them.
Good luck and have fun.
Ted
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