Chapter 5: gmax - 3D Modelling
Just as with splines, gmax has dedicated 3D modelling tools and modifiers available.  In many cases 3D primitives can be used to save much modelling work.  Primitives can be shaped in wide variety of ways.  They can be combined and modified to create complex geometry.

3D modelling provides opportunity to “virtually” build items that will require assembly in the real world.  Connection methods can be planned, impact of adjustments to assemblies can be allowed for.  Design changes are much easier to implement in 3D software than in the real world
Task 01:

3D Modelling tasks begin with an in depth example of 'Box' Modelling.  A powerful technique that is not difficult to learn and adapt to custom uses.

A vector is used as a template object. Scaling issues are discussed with means to isolate the vector from the effect of editing, while still allowing use as a 'snap' target.

Task 02:

Creation of appropriate 'Box' geometry and editing to conform the box to the shape of the template object.  Simpler areas are created first to settle the user with this technique.

Task 03:

Generation of high resolution meshes from the low resolution 'Control' object created in the viewport. Propagation of identical settings betweenn objects. Smoothing is interactively adjustable in realtime.

Task 04:

Expansion of the basic techniques to accomodate objects of more irregular form. 

Task 05:

Further expansion of the technique to model surface detail represented by lines in the bitmap or vector.  

The image shows the top of a tied sack, where the template object represents folds as lines.
Task 06:

Means to increase mesh densitiy when the area to be modelled increases in size.  Also the means to change direction when required while maintaining  the correct form to create smoothness.

Task 07:

Review of the final object and discussion of refinements based on the  cutting needs.

A photograph of the resulting model being test cut.  Primarily to demonstrate the effectiveness and REAL application of this technique.

Task 08:

An example overview of the use of a modifier to re-shape a primitive.  Very quick example and an easy introduction to work with other 'Primitive' objects and 'Modifiers'
Task 09:

Building an assembly with components constructed using primitives and modifiers.

Use of custom shapes derived from existing parts. Precise viewport layout and location techniques.
Task 10:

Adding simple joints and incorporating them into built geometry. Exploits layout skills from the previous example.
Task 11:

Use of primitives, modifiers and iterative cloning functions to quickly create original decorative elements.
Task 12:

Construction of a CNC sliding table based on real components and manufacturers specifications and drawings. 
Task 13:

Further work from the virtual build of  the sliding table.
Task 14:

Techniques to represent components like ballscrews, ballnuts, bearings and linear guides.
Task 15:

Introduction to animation to 'test' motion. This type of work can be very helpful to confirm motion envelopes, clearances and conformity with specifications.
Task 16:

Animation employed to generate variation in form, size, rotation and distribution of a decorative form. Employs user defined paths.
Task 17:

Combining 3D objects for fast export from gmax using the .MD3 format.

FREE ultilities like 'LithUnwrap' can quickly convert .MD3 files to more commonly used formats such as .3DS, .OBJ and .STL

Copyright © 2010 cnc4free.org All rights reserved.