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kcfreehand [2020/04/16 16:30] – windsor | kcfreehand [2023/04/14 08:47] (current) – steph.jorgensen | ||
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====== Freehand====== | ====== Freehand====== | ||
- | Freehand | + | SpeedTree 9 introduces |
- | + | ||
- | =====Vertex Editing===== | + | > |
- | Edit those bois | + | > |
- | =====Bending===== | + | {{freehand_example_1.gif? |
- | Like Beckham | ||
- | =====Click Place===== | + | ===== Freehand tools ===== |
- | See that place? You know what to do. | + | [[ctbendingx|{{: |
- | =====Paint | + | [[ctpaintdisplacementx|{{: |
+ | [[kchanddrawing|{{: | ||
- | lorem ipsum | + | [[ctclickplacex|{{: |
- | ===== Paint Vertex | + | [[ctvertexeditingx|{{: |
- | lorem ipsum, etc | + | [[ctpaintvertexcolorsx|{{: |
- | ===== Hand Drawing ===== | + | [[ctvertexfeaturesx|{{: |
- | + | ||
- | Branches can be drawn by hand using the mouse or a tablet device. After they are drawn they can be manipulated as Bézier splines and even extended by another hand drawing operation. | + | |
- | > | ||
- | ==== How to Hand Draw a Branch ==== | ||
- | Follow these steps to get started with hand drawing. | ||
- | * Make a new scene using the " | ||
- | * Hold " | ||
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- | {{ :: | ||
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- | * Hold " | ||
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- | {{ :: | ||
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- | * While holding " | ||
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- | {{ :: | ||
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- | * Hold " | ||
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- | {{ :: | ||
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- | * As before, Hold " | ||
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- | {{ :: | ||
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- | * Finally, right-click the Branches generator and select "Add geometry to selected-> | ||
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- | {{ :: | ||
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- | Continue by adding more stubs to the ground or any branches (hand drawn or procedural). You can draw part of the stub, rotate the camera, and continue drawing it to change the direction of the branch. | ||
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- | ==== Editing the Spine of an Existing Hand Drawn Branch ==== | ||
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- | Switch to node editing mode and select the hand-drawn branch. | ||
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- | {{ :: | ||
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- | Click and drag any of the control points to move them. Alternatively, | ||
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- | ^Style | Choose from " | ||
- | ^Select | Use these options to modify which control points are selected. | ||
- | ^Add Control Point | Use these options to add a new point before or after the selected point.| | ||
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- | It is also possible to change how many control points are on the branch all at once. On every hand-drawn generator, a "Hand Drawn" property group exists with two sets of identical functions; Curve fit and Control point style. The options in the " | ||
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- | > | ||
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- | === Curve Fit === | ||
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- | "Curve fit" is a scalar for the number of control points used to create the spline. A value of 1 results in an accurate spline that may have many control points based on the speed of drawing and other factors. Values less than 0.5 become inaccurate but have control points that are easier to work with (since each branch is composed of only a few control points). If using a low curve fit value, set the control point style to " | ||
- | |||
- | === Control Point Style === | ||
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- | Controls points are generated in either a corner, linear, or smooth style. Both linear and smooth control points have linear handles (each handle points 180° away from its counterpart), | ||
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- | {{ :: | ||
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- | ===== Converting Procedural Branches to Hand Drawing ===== | ||
- | It is possible to convert procedural branches to hand-drawn branches (but not the other way around). | ||
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- | Use either the " | ||
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- | ===== Working With Hand Drawn Generators in the Generation Editor ===== | ||
- | Complex hand-drawn models may require extensive work in the Generation Editor to ensure that branches are drawn into the correct generator. | ||
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- | ==== New Branches ==== | ||
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- | New branches are placed according to the following guidelines: | ||
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- | 1. If no hand-drawn generator is present in the target branch level, a new hand-drawn generator is created. The template used for new hand-drawn generators is located in the " | ||
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- | 2. If a hand-drawn generator is present, new hand-drawn branches will be put into that generator. | ||
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- | 3. If more than one hand drawn generator is linked from the parent node, one of the hand-drawn generators must be designated as the "hand drawn target" | ||
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- | Like all other generators, hand-drawn generators can be saved off and loaded as template (STT) files. When a hand-drawn template is loaded in the [[toolgeneration_editor|Generation Editor]], it is signified by a " | ||
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- | > | ||
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- | ==== Paste Into ==== | ||
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- | "Paste into," accessed via the right-click menu of a selected icon in the Generation Editor, will paste a copied generator' | ||
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- | ==== Copying and Pasting Hand Drawn Generators ==== | ||
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- | Hand drawn generators can be copied and pasted the same as any other generator. A pasted copy of a hand-drawn generator will contain no branches until you draw them. | ||
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- | ==== Resetting a Hand Drawn Generator ==== | ||
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- | Using "Clear node edits" in the Generation Editor menu or unlinking/ | ||
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- | ==== Hand Drawn Targets ==== | ||
- | The first hand-drawn generator created in a branch level is automatically the designated " | ||
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- | ==== Locking Hand Drawn Sources ==== | ||
- | Occasionally you may want to " | ||
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- | ===== Best Practices ===== | ||
- | The following list outlines a few things to keep in mind when hand drawing branches. | ||
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- | * The " | ||
- | * All of the skinning properties still work procedurally. | ||
- | * Forces work...if you allow them! They will, however, pull the branch off of the drawn spline. | ||
- | * You can move the start position and angle using the [[toolart_director|Art Director]] gizmo handles. | ||
- | * Hand drawn branches work in the subdivision surface system. |