FIRST STEPS IN 3D MODELLING
USING ANIM8OR
By José Pablo
Luna Sánchez. 2006.
We want to learn about how
to use Anim8or.
We are going to make a cylinder and turn it into a plane
Before we start, we need
to learn the basics about anim8or.
It takes at least two clicks to do whatever we want.

In the diagram, 1 are the
main mode buttons, 2 are the tool (secondary mode) buttons and 3 is the area
where you work.
When you work, normally you have to click in that order.
You probably may want to
select and move an object in the drawing area, but it doesn't work that way.
You need to press the select tool and then click on the object to select it.
Then you need to press the Move button and drag the mouse on the drawing area
to move it.
Once you get used to it,
you will be able to handle it.

When your mouse pointer
passes over a button its name appears at the bottom of the screen.
From now on, we will refer to the names of each button in this tutorial.
This tutorial includes a
file named blueprint.jpg that you will need.
BUILDING
A SIMPLE PLANE BY DEFORMING A SHAPE
- Select Build >
Reference Image

- Press Load button
- Select file blueprints.jpg
- Press Object/Viewpoint
button
- Press Frame View
button
- Select View > Left
- Press Frame View
button
- Press Object/Edit
button
- Press Move button
- Keep pressed theright
arrow key of your keyboard during some seconds to move the blueprints
to the right of your screen.
We are moving the blueprints
to leave an empty room for our mesh.
We don´t want our mesh to overlap with our blueprints.

- Select Build >
Reference Image
- Press Load button
- Select file blueprints.jpg
- Press Object Viewpoint
button
- Press Frame View
button
- Select View > Top
- Press Frame View
button
- Select Edit > Rotate
> Rotate Z 90

- Press Object/Edit
button
- Press Add cylinder
- Draw a cylinder between
these 2 points.

- It should look like this.

- Double click on the cylinder
- Change Lat to
20.
It stands for Latitude.
It tells how many divisions the cylinder will have along the axis of the cylinder.

- Press Ok
- Select View >
Right
- Press Move button
- Press the up key until
the cylinder covers the side view of the plane.

- Select Build >
Convert to mesh. Before, the cylinder was an object defined by parameters,
not a collection of dots, so we wouldn't be able to deform it. Converting
it to mesh allows us to deform the object. Once an object is converted to
mesh, there is no turning back.
- Select View > Top
- Press Object/Point
edit
- Press Drag select.
This button allows us to make multiple selections.
- Draw a box as shown in
the picture

- Press Non-Uniform
Scale button. This button allows us to rezise simmetrically from a point
called "pivot".
We won't cover pivots here.
It may go for a more advanced lesson.
- Press the left arrow
until you see this

- Press View > Right
- Press the down key until
you see this

- Select Edit>Merge
points
- Press Ok
- Press the Move
button
- Press the down arrow
key until you see this

- Select View >Top
- Press Drag select
button
- Draw a box like this
to select the points

- Press Non Uniform
scale
- Press the left arrow
key until those points fit the shape of the plane.

- Select View > Right
- Press the down key. It
should look like this.

- Press the Move
button
- Press the down arrow
key until it looks like this.

- If it doesn't fit the
shape of the plane like this, you will have to use Non Uniform scale and Move
buttons to make it fit.
- Press Drag Select
button
- Draw a box like this

- Use the left key to move
those points and align them with the dotted blue line of the blueprints.

- Use the Non Uniform
Scale and Move buttons to make these dots to look like this.
- Press the Cut faces
button
- Draw a line along the
blue dotted line

- Use the Drag Select,
Non Uniform Scale and Move buttons to make points to fit the shape
of the plane like this.

Notice you will need
to match those points with the blue dotted lines and with the wing corners.
Those lines are useful because they tell us where the shape should be adjusted.
In actual blueprints, you may have cross sections that are placed at a certain
point of the craft.
So with these blue lines we are pretendinf that we have cross sections at
different places of this plane.
Sometimes you may need to add points by using the Cut faces button.
- Notice we didn't put
together or merge the points of the plane tail yet.
MAKING THE TAIL
- Press the Object/Viewpoint
button
- Press the Move
button
- Drag the mouse until
the tail is centered on the screen

- Press the Zoom view
button
- Drag the mouse until
you see this.

- Now we have the tail
and we can work on it.
- Select View > Top
- Use the Move and
Zoom View buttons until you see this.

- Select View > Right
- Press Object/Point
edit button
- Press Drag select
- Select these points.
We selected 2 points, one in each side.

- Select View > Top
- Press Non Uniform
scale button
- Use arrow keys until
you see this.

- Select View > Right
- Press Move button
- Use arrow keys until
you see this

- As you may realize, the
red dots in the drawing were the ones we scaled and moved.
We selected them in one view and moved them in another view.
It is useful when we want
to move points simmetrically.

- Press Select button
- Select this point

- Press the Move
button
- Use arrow keys until
you see this

- As you may notice, we
moved this point.
We used a single view to
select and to move, for there was no need of simmetry here.

- Select these points using
the left button and then select others using right button.
Why did I make such an exercise
to push you to the limits?
Because you may like to model a real craft instead of a tin can, or a shape
made only with primitives.
I could have made a very cartoonish plane, but you may end up having a cartoonish
mesh.
You may have noticed how
useful the blueprints were.
Learning to draw is very important if you want to model the craft you imagine.
Modelling planes and spacecraft
requires drawings.
And even if you completed this exercise, you may find that modelling an F-16
or a P-51 pose extra challenges.
Even modelling a Space Shuttle external tank or SRBs is somehow challenging
because you need pipelines and other details.
Modelling is a very challenging
task.
With every new object you
can imagine, you face new challenges.
You won´t be discouraged if you didn't make it in the first trial.
Don´t you?