Better Modeling with Meta/Pep/P.N – Tutorial 1: Introduction

Discussion in 'Tutorials' started by Jaybats, Jan 21, 2008.

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  1. Jaybats

    Jaybats Member

    you're welcome folks, and glad you're having fun. sorry i haven't put the next installment up yet, but it'll come along... the UV mapping will come after the next tutorial on the Kumari-class (i'll skip the submarine).
  2. eric_son

    eric_son Member

    Just fooling around...
    Using what I've learned from Jay's tutorial, I went to my favorite site -- Luft'46 and picked a relatively simple but nice looking model: the ME P.1110 "Ente" (Duck).

    After wrestling with Pepakura, I printed out my pattern on paper. This is what I ended up with.


    Very happy! :)

    Once I get a hang of texturing and shaping the wings, I think I can produce a decent model of this.
  3. Nothing

    Nothing Longtime Member

    thats great! more x planes!!woohoo!
  4. eric_son

    eric_son Member


    Some questions regarding Metasequoia:

    (1) How do I cut an object into two separate objects? For instance, if I create a cylinder, then I knife the cylinder in the center. How do I break up that cylinder into two separate objects at the part that I knifed?

    (2) How do I do a 'cookie cutter' like operation? Let's say I already have a fuselage. I want to attach a side intake. To do that, I'd start making a box. Then I'd slap the box onto the fuselage. But I'd want the inner side fo the box to adjust to the contour of the fuselage.

    Thanks :)

  5. Jaybats

    Jaybats Member

    Select all the faces of the part to be separated, then press "Move" to make the Arrow Handles appear. Press Ctrl+C to copy the selected area, then press Ctrl+V to paste. This will copy the faces and paste them in exactly the same place as the original faces, so it will look like nothing changed. THEN move the Arrow Handles; you will see the copied/pasted faces move separately from the originals. Move them temporarily out of the way (above, in front, or beside the originals; use only one direction), and delete the original faces from which you made the copies from. Your cylinder is now two separate cylinders.

    Turn on the Pt, Ln, and Fc buttons in the upper left corner of the Drawing Area. Move the intake box into position, overlapping with the fuselage. Take note of the positions of the vertices around the overlap, and the vertices of the edges of the inner side of the box. If necessary, turn the Fc button on or off to be able to view them separately; at minimum you will need to see the points/vertices and lines. Press the Del button on the Edit Control Panel, and delete each face on the fuselage with which the intake's shape overlaps, so that you make a large hole around the intake's sides. This is to identify the area of the fuselage from which the original shape will blend into the intake.

    Then, press Create on the Edit Control Panel, and make new faces that connect the surrounding vertices of the hole around the fuselage with vertices on the intake. Just position the cursor over each relevant point until it changes color, then press, then move on to the next point. This makes new faces in the fuselage that connect with the shape of the intake, thus making former's shape conform to the latter. After completing the operation, separately select each one of the vertices that form the new faces, and press Ctrl-J to join any vertices that may not be exactly aligned and make sure that the indented area can be unfolded by Pepakura without breaking up into individual new faces.
  6. barry

    barry Active Member

    If you have the registered version of Metasequoia an automatic joining of parts is available it only works on 2 parts at a time so if you were inserting an item that extends over several bays first you would have to copy all the items in the first part together then use the Object menu and select the Japanese set of characters in the lower part of the box (immediately above "wired") select your two objects and hit go (please do not ask me all the meanings of the drop down boxes the default seems to work). This will produce a seperate item consisting of the two objects,then you delete the faces not required. Do make sure you lock and hide the original items used before you start deleting faces or you can get well confused.
  7. eric_son

    eric_son Member

    Thanks for the information. :)

    The two tips worked!

    RE: Registered version
    Oh, I'm currently playing around with the shareware version of Meta since it still allows me to use UV mapping. The MQO only format is not an issue since I only use pepakura. Unfortunately, that menu you mentioned is not available. So I guess that's one of the other stuff missing from the non-registered version :(.

    Anyway, I'm still learning.
  8. sjsquirrel

    sjsquirrel Member

    An easier split

    An easier way:

    1) Select all the faces you want to move to a new object
    2) On the "Selected" menu click "Move to new object"

  9. Nothing

    Nothing Longtime Member

    hey jay? do you know how in depth you wil be going into textures and uv mapping?
  10. Jaybats

    Jaybats Member

    i'll include everything i know about texturing and using the UV Mapping and UV Edit menu, which eventually enable you to texture an entire complex object with just one image map. for example, the texture for the Wing Commander movie Rapier below is only one image map. it's a rather complicated operation, though, because you have to keep track of several buttons at the same time, it took me quite a while to get the hang of it. so sometimes i find it more efficient to just use the plain flat texture mapping technique, even if i have to use multiple image maps.

    Attached Files:

  11. Nothing

    Nothing Longtime Member

    outstanding!cant wait and thank you!
  12. D-WHALE

    D-WHALE Utopia Planitia Engineer

    Hi JAY!
    I like your tutorial, particularly the texturing! Your new models look COOL:thumb:But I dont work with Metaseq, only for pre-texturing! for design I use Truespace!
    so I want to ask you something: how would you do that with Metaseq? you have a Cube (or a Pyramid) and a Ball, and you want to put the ball on the cube (or the pyramid), without he rolls away! (here some pics)

    Attached Files:

  13. Jaybats

    Jaybats Member

    1. Using MetasequoiaLE, create the cube and the ball.

    2. Align the faces of the ball which make the indentation with the edge of the cube, and then delete the excess parts of the ball and the cube face to be modified. [​IMG]

    3. Invert the faces of the indentation, so that the indentation now faces outward instead of inward.

    4. Create new faces to connect the vertices of the cube with the vertices of the indentation.

    5. When done, it should then be a cube with an indentation in the middle.

    With the pyramid, it's basically the same procedure; just connect the outer vertices of the two shapes.

    NOTE: The registered version of Meta has a Japanese plug-in that can automate the procedure. If you're using MetasequioaLE, both the Cube and the Ball should be the only one object. If they are different objects, the faces will not be connected (although the points and edges may still be aligned properly and look like one object).
  14. D-WHALE

    D-WHALE Utopia Planitia Engineer

    Thats good, but you need many time for that! Maybe I have a better way for you:confused: why dont you work with BOOLEAN Operation? perhaps it is a plug-in(?), but i have the Boolean-Button under "Object" (1st PIC)!
    click on them and then comes the operations (2nd PIC)! of course i cant reed the word too, but the first is "Ojects union" and the second is "Object subtraction"! The direction (CUBE - BALL) is important!!! go to the second Button and you become a 3rd object (3rd PIC)! make the other two objects invisible and you can the result see!!!(4th PIC)

    if the direction is "BALL - CUBE", you get PIC 5!!!

    Attached Files:

  15. Jaybats

    Jaybats Member

    Yes, it is in the registered version as i mentioned.

    The tutorials have not yet reached the point where we really need to use the registered version, and i am assuming that people following the tutorials use MetaLE. One of the things I am trying to show in this tutorial series is that you can get really far in modelling with just MetaLE.

    True, it takes more time, but my attitude towards automation has always been that it is something you use after you understand how it works and what it is automating. One must know how to add before using a calculator :)

    Thanks for showing the procedure!
  16. sjsquirrel

    sjsquirrel Member

    Shift with Knife

    I've been reading through the tutorial and have a tip to add.

    When using the knife to cut an object, holding the shift key down forces the cut into a straight vertical or horizontal line, depending on which way you move the mouse first.

  17. JT Fox

    JT Fox Member

    Any tips on the best way to cut a hole in an object?

    Example: You have Cube, you wish to cut a hole though the cube and then insert a cylinder thought the hole. The diameter of the cylinder is smaller than the hole in the cube so the internal face needs to be solid.

    Hope that's clear.

    Cheers JTF
  18. sjsquirrel

    sjsquirrel Member

    Cutting a hole


    This is very similar to the operations already described above.

    Open Meta, and using the primitives tool create a cube. Now, in the Objects panel, click New to create a new object, and click on it to make sure it's highlighted. Now back in the primitives tool create a cylinder. Adjust the size so it is slightly longer than the cube in one dimension, but smaller in the other two dimensions. You end up with a cylinder passing through a cube. In the screen shots here I've renamed the objects Cube and Cylinder for clarity.

    Now, on the Objects menu (not the object panel this time) you will see some Japanese characters near the bottom. Click those, and you get another pop-up menu, populated with more Japanese. This tool provides lots of useful things like Union, Intersection, and more. In the drop down list on the left select Cube, in the one on the right select Cylinder. In the middle list select the second item, then click OK. This creates a third object named Cube-Cylinder. To see it, turn off the visibility for the original Cube and Cylinder. Voila! Cube avec hole.

    Experiment with the rest of the items in the middle list. They do very cool things.

    Attached Files:

  19. JT Fox

    JT Fox Member

    That's cool and simple. But those option don't show in the LE version.

    I guess my only option is to loads of vertical lines in the cube and then cut a circle with a knife.

    A bit long winded and I don't think my circle will will be very round.

    Cheers JTF
  20. JT Fox

    JT Fox Member

    Just had a thought after posting.

    I could always use the doughnut primitive and move the out side points to make the cube.

    Again, long winded but at least my circle would be round.

    Cheers JTF
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