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2. Aprendizaje máquina y aprendizaje inductivo 7

2.3. Aprendizaje inductivo

2.3.2. Tareas relacionadas

This hierarchy will be your most complex so far. It will be important to pay at-tention to capital and lowercase letters in the renaming process.

Step 1 Choose File>New and save the file as Dice into your Models folder (File>Save or Cmd + S/Ctrl + S). Work in the Front view and Wireframe Display.

Step 2 Choose Primitive>Cube. In Object Properties, click the Fillet box and enter 20 for Fillet Radius.

Step 3 Choose Primitive>Sphere. Give the sphere a radius of 24. Choose the Model and Move tools. Use the red Move handle to move the sphere to the right, positioning it so that its Y axis lines up on the far right edge of the cube. Rename the sphere as ONE.

Step 4 In the Object Manager, Control-drag three copies of ONE. Rename the copies as Three 1, Three 2, and Three 3. Use the green Move handle to move all three up (Shift-select them) so that their horizontal midline rests on the top edge of the die. Then use the red Move handle to posi-tion them equidistantly, as in Figure 4.18. Select all three and group them, naming the group THREE.

Step 5 Now Control-drag a copy of THREE, renaming the copy FOUR. Use the green Move handle and move the FOUR group down so the midlines rest on the bottom edge of the cube. Click the plus sign next to Four, and select Three 3. Control-drag a copy of Three 3 on to the group name FOUR to make sure that it remains in the group. Rename all the children in FOUR group as Four 1, Four 2, Four 3, and Four 4.

Step 6 Select THREE group. In the Object Manager, Control-drag a copy and rename the copy as Six. With Six selected, type 90 in the box for Bank

Figure 4-17 First Sphere.

Rotation in the Coordinates Manager and click Apply. Making sure that the Model and Move tools are selected, use the green Move han-dle to move the copy over and center the sphere axes on the left edge of the die. Then use the red handle to center the copy vertically on the left edge.

Step 7 Switch to the side view (View 3). Choose a Symmetry object from the Array group icon in the top palette, and drop Six into it. In Object Proper-ties, set the Mirror Plane for the Symmetry object as XY. Select Six inside the Symmetry object and use the blue Move handle to spread the spheres to the opposite sides of the cube. Rename Symmetry as SIX. Rename the children of Six as 1, 2, and 3.

Step 8 Switch to the Top view (View 2) and select the THREE group. In the Co-ordinates Manager, enter 45 degrees for H (Heading) Rotation. Using Figure 4-18 Hierarchy at End of Step 6.

Figure 4-19 Six Symmetry.

Figure 4-20 THREE Rotated and Spread Out.

Figure 4-21 Four Group Adjusted.

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Tip: To see the group you’re cur-rently working with more clearly, you may want to click the top gray visibility dot of other groups to Red until you need to work with them again.

4 Deformers and Other Modeling Helpers 95

the red Move tool handle, nudge both outer Three spheres a little fur-ther into their respective corners.

Step 9 Still in the Top view, click the visibility dots so only the FOUR Group and the Cube are visible. Now open the FOUR Group. Select two of its spheres (a left and right sphere) and use the blue Move handle to move them to the top of the cube in the Editor window. Use the blue and red Move handles to position the other two spheres so the FOUR group has a child sphere in each corner.

Step 10 Select FOUR again. Control-drag a copy and rename the copy FIVE.

Open the FIVE Hierarchy. Select Four 3 inside FIVE, and Control-drag a copy onto the group name, FIVE. Position the copy in the center of the four spheres. Rename the FIVE children as Five 1, Five 2, Five 3, Five 4, and Five 5.

Figure 4-22 FIVE Sphere Centered.

Figure 4-23 FIVE Moved to Left.

Figure 4-24 TWO Group Moved to

Right Edge. Figure 4-25 TWO Group, Rotated.

Step 11 Switch to the Side view. Select the Five group. In the Coordinates Man-ager, enter a P (Pitch) Rotation of 90 degrees. Use the blue and green handles to position the FIVE group on the left edge of the cube, cen-tered vertically.

Step 12 Select the FOUR group and make sure that its visibility dot is gray. In the Object Manager, Control-drag a copy of FOUR and rotate the copy 90 degrees on the Pitch. Rename the copy as TWO. Use the green and blue Move handles to position and vertically center the TWO group on the right edge of the cube.

Step 13 Choose the Front view and make only the TWO group and the Cube visible. Select the bottom two spheres (as they appear in the Editor window) and delete them. Rename the remaining spheres as Two 1 and Two 2 and Shift-select them.

Step 14 Choose the Model tool and use the blue Move handle to lower the spheres to the vertical midpoint of the die. Choose the Rotate tool and

drag outside the yellow ring of the Rotation tool until the P value in the Coordinates Manager is 45 degrees. Use the red Move handle to slide Two 1 and Two 2 further into their respective corners.

Step 15 In the hierarchy, place groups ONE through SIX in numerical order just for good housekeeping; then select them all. Be sure to leave Cube un-selected. Press Opt + G (Alt + G) to group all the spheres, and rename the new group CUTTERS. Rename Cube as CUTTEE.

Step 16 In the Materials Manager, choose File>New Material and Control-drag a copy of the material thumbnail. Edit the first material to have a color of red and a Transparency of 25 percent. For the second material, just slide the brightness slider of the default gray to 100 percent for a pure white. Place the red material on the CUTTEE and the white Material on the CUTTERS. (If you want the red and gold Bakelite version as in the figures, copy those materials from the Bakelite Dice file in Chapter 04>EXAMPLES>DICE folder on the DVD.)

Step 17 From the menu over the Object Manager, choose View>Folding>Unfold All. Make sure that all visibility dots in the entire hierarchy are returned to gray. In all views, check the sphere positions.

Figure 4-26 Checking Sphere Positions.

4 Deformers and Other Modeling Helpers 97

Step 18 From the top palette, choose a Boolean object from the Array palette.

Rename the Boolean object as DIE. Drop the object CUTTERS on the object DIE first, and then drop the object CUTTEE onto DIE.

Step 19 Make a copy of DIE so you have a set of dice.

On the DVD: See Chapter 04>MOVIES_STILLS>Animated Boolean.mov. To see how the animation was set up, see Chapter 04>EXAMPLES>BOOLEANS>Anima-ted Boolean.C4D.

Figure 4-27 Boole Icon.

Figure 4-28 Finished Dice.

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Springboard! Who knew simple objects like dice would take so many steps to make? But the good news is that if you do your ar-chiving homework and keep your library in good shape you’ll never have to make dice again. Research all the material “flavors” dice come in by going to Google>Image and typing Dice in the search box.

Copy this die and try different materials on the copies. You may also want to edit the Fillet on some of the cubes, since some dice have more rounded edges than others.

Save all your Dice.c4d files in a folder named Dice Library and place it in your Models folder.

Boolean Operations

There are four basic Boolean operations. The num-ber of subdivisions in objects placed in Booleans will affect the smoothness of cut edges. Not only can groups of objects be used in Booleans (as in the DICE project), but also animated objects can be used inside Booleans to create changing forms. If the surface of your Boolean object exhibits some strangeness, click the High Quality check box in Object Properties for the Boole.

Figure 4-29 Boolean Operations (Left to Right): A Subtract B, A Union B, A Inter-sect B, and A Without B.

Figure 4-30 String of Dice.

In document Universidad Politécnica de Cartagena (página 50-54)

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