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Preparing Models for Animation
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The first option in this new section, Type, lets you specify whether the faces on the resulting surface will be triangles or quads The next attribute you can choose is the Tessellation Method When one of these methods is selected, its options appear in the window section below Figure 7-2 shows a NURBS curve and the polygonal surface that is generated with each Tessellation Method choice From left to right, first is the NURBS curve, and then the surfaces generated by selecting General, Standard Fit, Count, and Control Points These methods are defined next
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General This option gives the most control for tessellation based on the NURBS
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object When the Revolve command was executed, the first tessellated surface shown in Figure 7-2 had the U Type and V Type attributes set to Per Span # of Iso Params with a value of 2 in both directions Since the isoparms in U were based on the spans of the source curve, the polygonal surface will have two segments for each span on the NURBS surface Since the Revolve node s Segments attribute was set to 8 in the Channel Box, this means that the resulting polygonal surface will have 16 segments in the V direction
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Standard Fit This option attempts to match the curvature along the surface as best
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it can based on the Chord Height Ratio setting This is the maximum distance from the curve that the face can appear The result always uses more faces to define curvy areas and fewer faces for flatter areas While you don t have precise control over the number of segments, as you did with the General setting, the polygonal surface will still be pretty efficient in that polygons are created only where they are needed
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Count This method allows you to specify the total number of polygons on the
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surface without any regard for the curvature The faces will be spread uniformly over the entire surface While this may be the easiest method for obtaining a desired polygon count, it also leads to the most inefficient surfaces because a curved area will be defined exactly the same as a flat area
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FIGURE 7-2 NURBS curve, General, Standard Fit, Count, and Control Points
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Maya 8
The Complete Reference
Control Points This tessellation method simply facets the object by using the
existing control vertices in the NURBS surface as polygonal vertices No additional attributes control this setting This can be a useful method for tessellating an object that you plan to smooth or to convert to a subdivision surface later on When the Output Geometry is set to Polygons, Maya actually generates the surface as a NURBS object based on the surface command attributes and then converts it to polygons using one of these methods Therefore, in the Channel Box, you will notice the appearance of a node called nurbsTessellate1 above the Revolve node As you experiment with these methods, you can change the Tessellation Method and its attributes in the Channel Box
Converting NURBS Surfaces to Polygons
You can convert any existing NURBS surface to a polygonal surface by choosing Modify | Convert | NURBS to Polygons This gives you the exact same options that you can find by using one of the surface-generating options discussed in the preceding section In fact, when a surface is generated using one of the commands in the Surfaces menu, Maya internally generates a NURBS surface and then converts it using these same methods; so you end up with the same nurbsTessellate node in the surface s dependency graph Yet another way exists for accessing the same tessellation options You can find the General, Standard Fit, Count, and Control Points tessellation options in the Rebuild Surfaces Options window (choose Edit NURBS | Rebuild r) This results in the same nurbsTessellate node being placed above the NURBS surface to tessellate the object into polygons
Converting a Multipatch NURBS Model to a Polygonal Model
Often, a NURBS model must be converted into a polygonal model so that it can be exported to another rendering application Another reason for converting a NURBS model into polygons might be to have control over the UV (texture) coordinates in the UV Texture Editor (discussed further in 18) When it comes to NURBS models that are created out of multiple patches, such as our car, it may be desirable to convert the NURBS patches into polygons and then merge the resulting polygons into one complete surface This is particularly the case when the model will be deformed during animation Deforming a multipatch model can cause the seams between the surfaces to become visible during the animations Combining these surfaces into one surface keeps this from being a problem You can quickly generate a polygonal approximation of a multipatch NURBS model by choosing certain settings in the NURBS to Polygons Options window Let s take, for example, the hood of the car This model was made up of six different NURBS patches Choose Modify | Convert | NURBS to Polygons r to open the Options window for this command The options are shown in Figure 7-3
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