Creating a Realistic Hourglass
Creating a Realistic Hourglass
Adding a Free-Form Deformation
Creating a Tapered Cylinder
You'll start by building the chamber that will
contain the sand using a cylinder and then add a taper modifier.
Using the symmetry and curve parameters, you'll create the approximate
shape of an hourglass.
- Restart 3ds Max by
choosing File > Reset.
-
Click
the Min/Max Toggle button found in the view navigation tools at
the lower right corner of the user interface. This switches from
a display of four, small viewports to a single, large one. The currently
active viewport is the one that is enlarged, in this case the Perspective
viewport.
-
On the Create panel click
Cylinder.
-
Right-click the Snap Toggle
button to open the Grid And Snap Settings dialog and make sure the
Grid Points snap setting is active and all other snap settings are
turned off. Close the Grid and Snap Settings dialog.
- Press S on the keyboard to turn on snapping.
As you move your cursor in the viewport you will see the blue Snaps
icon displayed as it passes over grid points.
- When
your cursor is snapped to the center of the grid, press and hold
the mouse button and drag outward to begin creating a cylinder. Press S again while you are dragging to
toggle snapping off.
Using snapping in this fashion lets you begin
creating the cylinder exactly in the center of the grid, but you
can then make the radius any amount you want by turning snapping
off in the middle of the action.
- Drag
out any radius you want, and then release the mouse button and move
the mouse upward. Now you are setting the height. Click to finish.
It doesn't matter what radius and height you
create now because you'll change them later.
-
Click
the Zoom Extents button to center the scene in the viewport.
-
Click
the Modify panel tab, and then, in the Parameters rollout, change
the Cylinder Radius to 20 and the Height to 60.
You can either type the new values or use the spinner.
TipUse
the Tab key to move
from field to field as you type the values.
- Right-click
the Perspective viewport label and choose Edged Faces from the menu.
You should see the height segments as well as the shaded faces.
- Increase
the cylinder's Height Segments setting to 10.
- From
the Modifiers menu, select Parametric Deformers > Taper.
The Parameters rollout shows the default Amount
setting of 1.0.
-
In the
modifier stack, click the plus button to expand the stack, then
click Center.
The Center tripod is visible in the viewport,
as well as the orange taper gizmo.
- On
the Parameters rollout, in the Taper Axis group turn on Symmetry,
then move the center gizmo upwards in the viewport. Use the transform
gizmo to move in the Z direction. Move your cursor over the transform
gizmo. When the blue Z axis turns yellow, drag upwards to move the
taper center about halfway up the height of the cylinder. Release the
mouse button to place the gizmo center.
- Enter 30 in
the Z field of the Coordinate Display at the bottom, just to the
left of the Set Keys button.
This places the gizmo precisely at the center
of the cylinder's height.
- In
the modifier stack, click Cylinder. This lets you make changes to
the original cylinder parameters.
On the Parameters rollout of the Modify panel,
reduce the radius of the cylinder to 3.
- Click
Taper in the modifier stack, then on the Parameters rollout increase
the Taper Amount to 10.0 and set the Curve amount
to 10.0.
Two more adjustments will make this look more
like an hourglass.
Tip If you
don't see the taper when you highlight the Cylinder, turn on the
Show End Result On/Off Toggle button at the bottom of the modifier
stack display.
- In
the modifier stack click Cylinder and then increase the Height Segments
to 29.
By creating an odd number of height segments,
you create a small band around the center of the hourglass.
- Click
Taper in the modifier stack and reduce the Amount value to 5.0.
- Save
your work. Choose File > Save and save your scene as MyHourglass.max.
Although the object is beginning to look more
like an hourglass, it still needs some refinement. In the next lesson,
you'll add an FFD modifier that will allow you to narrow the passage
where the sand will flow from the upper chamber to the lower one.