We shall build a steam locomotive ...

Discussion of rolling-stock creation & re-painting.

Re: We shall build a steam locomotive ...

Unread postby mrennie » Fri Feb 22, 2013 4:56 pm

Adjust the inner edge of the wheel too, as well as the inner hub:

ScreenShot032.jpg


You can also select the outer points of the edge of the flange nearest the rail head, and shift them slightly towards the back of the wheel to create a tapered flange.

ScreenShot033.jpg


Now merge Driver and Driver2 into a single shape.

The next part will be the spokes.
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sat Feb 23, 2013 2:26 pm

To make the spokes, we'll start with one that's horizontal.

Drag a cube into the scene, so that it goes to the default position. Rename it "spoke". Make it draw translucent. In side view, move it up so that it's centered on a horizontal spoke. Lock the x and z axis.

Use the size adjuster thingy to set the height of the cube to match that of the spoke:

ScreenShot035.jpg


Lock the y axis and unlock the z axis. Use the adjuster to make the cube the right length (along the z axis) so that it covers the non-flared part of the spoke. By the way, you'll notice that the spoke in the background image isn't perfectly horizontal. Don't worry about that for now.

ScreenShot036.jpg


Select the Driver and draw it as a wireframe.

In "looking from the front of the loco" view, select the spoke and move it along the x axis until its centre is aligned approximately with the centre of the inside rim of the wheel. Adjust its width along the x axis until its cross-section is more or less square:

ScreenShot037.jpg


Return to the side view. Move spoke until its group centre is perfectly in line with the group centre of Driver. The reason we do this will become clearer later on, when you'll see how it makes placing the rest of the spokes a lot easier and more accurate.

Lock the x and y axis. Select the Shift Tool from the right-hand side buttons, click on the spoke and drag it sideways until it's back where it was before (but slightly lower down than before). If you do this correctly, the object will move but its group centre will stay put (at the centre of the wheel).

ScreenShot039.jpg


Switch to the 3D view mode, lock the x,y and z axis, click on the PEFS tool button and select both end faces of the cube. Switch to side view. Extrude the two faces with Extrusion = 0.05 and Bevel Amount = 0.015. Then extrude again, this time with Extrusion = 0.05 and Bevel Amount = 0.06. Then press delete to remove the two selected faces. That's because they would be hidden inside the rest of the wheel and never seen, so it's more efficient to delete them.

Unlock the z axis and pick the Shift Tool again. Adjust the horizontal position of spoke so that the flared ends are evenly inside the rest of the wheel.

ScreenShot040.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sat Feb 23, 2013 2:40 pm

Hide all the objects except for spoke (right-click on spoke and, from the menu, select Show Only).

Select all the top and bottom edges of spoke, like this (it's easier to do it in 3D mode, rotating the view as necessary, selecting each edge while holding down CTRL):

ScreenShot042.jpg


Click on the Chamfer Selection button in the Construction panel, and put 3.0 into Amount. The spoke should look like this:

ScreenShot043.jpg


Chamfer Selection has the annoying habit of creating faces to make a solid object with no open ends, even when we don't want it to. If you look at the ends of our spoke, you'll see it has closed them off again with several triangle faces. Select them and delete them.

Select any face of the spoke, then use the RST to select all the faces:

ScreenShot044.jpg


ScreenShot045.jpg


Click on the Crease Selection button in the Construction panel. You can play about with the Crease Factor slider, but usually it's best to leave it at the defaul position (4th notch from the right of the slider).
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sat Feb 23, 2013 2:59 pm

Bring all the objects back into view by clicking on the Show Shapes button at the top of the screen:

ScreenShot046.jpg


Also click on Show Group Pivot Points (the button to the right of Show Shapes).

At this stage, I would usually texture the spoke, before copying it to make the rest of the spokes. Otherwise, if you copy the untextured spoke, when it comes time to do the texturing, you'll have to texture each spoke individually (which is even harder if they aren't all horizontal).

However, for this tutorial, I want to leave the texturing until later, so as to concentrate on the making the parts.

The wheel has 13 spokes, so first of all, we'll copy and paste our spoke 12 times. making sure that we click in an empty space before pasting the first one, so that all the spokes are in separate groups at the top of the hierarchy.

ScreenShot047.jpg


This is where we now see the advantage of having put the spoke's group centre at the centre of the wheel. Unlock the x axis. Select each copy and, while in side view, rotate them about the x axis using this icon:

ScreenShot048.jpg


It should now look something like this:

ScreenShot049.jpg


If you want to see it better, select Driver and all the spokes, then draw them as Smooth with no translucency, and look at it in the 3D view mode.

ScreenShot050.jpg


There are still a few things to do to our wheel, but you can see that it's starting to look nice.
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 7:00 am

If you look closely at the ends of the spokes, you can see that they are a little bit too wide to fit into the wheel rim. we can either make the spokes narrower, or the wheel rim a bit wider. It'll be a easier to make the wheel rim wider, so go to "looking from the front" view, select Driver, click on Scale Selection and enter 1.05 into X. We can also pull out the centre of the wheel boss to give it a chamfered edge (and at the same time ensure that the inner ends of the wheel's spokes merge into the boss). An easy way to do this is to select a 3D view in one of the smaller windows and the "looking from the front" view in the main window. In the 3D view, select the inner face of the boss. Then in the main window, with only the X axis unlocked, drag the face outwards until there's a (roughly) 45 degree chamfer.

ScreenShot051.jpg


Now we need to make the extended, off-centre part of the boss where the side rods will connect to the wheel.

Select Driver and SideElevationLineDrawing, right click and choose Show Only.

Select only the Driver, copy and paste it in the usual way to make a copy in the exact same position (by now you should know how to do this). Select this new Driver and Show Only. Select all the points of the rim part of Driver and delete them, leaving only the central hub (boss). Be careful not to select any points from the original Driver!

ScreenShot052.jpg


Unhide the original Driver and SideElevationLineDrawing.

Select the copy of Driver, show it as translucent, and unlock the z and y axis. Click on Show Group Pivot Points.

Slide the new Driver to position its centre at the centre of the end boss of the side rod.

Click on Scale Selection, choose Scale and experiment with values in Y and Z (same value in both obviously) until the boss is the right size. I found that 0.65 looked alright. Note: When you do this using proper 1/8th scale drawings, it involves far less guesswork and "judging it by eye".

ScreenShot053.jpg


Our two Driver objects overlap. Before we merge them together, we need to optimize things a bit by deleting just the parts that overlap. After that we'll merge them and then use a plug-in to stitch them together completely, filling in the gaps.

Select both Driver objects, draw them as wireframes and show the points. Hide SideElevationLineDrawing. The next part is hard to explain, but I'll try. Look at the points on the smaller Driver nearest to where the two Drivers intersect and make a new edge joining them. Like this:

ScreenShot054.jpg


Look at it from the opposite side. We don't really need the rear faces to be segmented as they are. Let's first of all merge all the segments into a single circular face. A way to do this as follows: First show only the first Driver. Then select a point on the outer circumference, then while holding down CTRL, select the point next to it, going towards the centre, like this:

ScreenShot055.jpg


Click on Weld Selected Points to First Selected Point in the Construction panel. Repeat for all points around the face.
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 7:26 am

Repeat the process on the smaller Driver object.

TIP: After clicking on a button in the construction panel, that action is assigned to F5. So you can press F5 instead of mouse-clicking on the button again, which can save a bit of time.

Draw the small Driver as a Solid Outline. While still looking at it from behind (that is, in the "looking from the right" side elevation view), select two points exactly opposite each other and make an edge from them, such that it is equal to the diameter of the rear face circle.

ScreenShot056.jpg


Select that edge (you might have to untick Draw Points so that 3DC will allow you to select and edge) and split it into two parts (using Divide Selection). Joint the new point to one on the outer edge to form an edge that is perpendicular to the previous one.

ScreenShot057.jpg


What we've done is to make a "crosshairs" that marks the centre of this small boss. This will be invaluable when we come to position the side rods and do the animation.

Draw the small Driver as a wireframe again. While still looking at its rear face, make an edge between the two points closest to the big Driver.

ScreenShot058.jpg


Show only the small Driver. Select all the points above the two horizontal edges we made, and delete them.

ScreenShot059.jpg


If you draw it as a Solid Outline and look at it in 3D mode, this is how it should appear:

ScreenShot060.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 7:33 am

Do the same thing with the big Driver.

ScreenShot061.jpg


ScreenShot062.jpg


ScreenShot063.jpg


ScreenShot064.jpg


Now to merge them. Select the big Driver first (this is to ensure that the group centre for the merged Driver is the same as the centre of the big Driver, i.e. of the wheel!), then the small Driver, and click on Shape Merge.

Click in an empty space, select Driver (now it's the only object called Driver) and do Optimize Shape Geometry. In Weld Point Range, put 0.01. The points that are very close together will be fully merged.
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 7:49 am

Look at the wheel in 3D. Lock the x, y and z axis. Make an edge on the rear face of the wheel hub as shown below:

ScreenShot065.jpg


The reason for making this edge is that we're going to move a point, and if we didn't make the edge first, moving the point would distort the shape of the hub's rear face in a very undesirable way. What we've done is to make part of the rear face into a four-sided polygon that can be distorted without causing problems.

Select this point:

ScreenShot066.jpg


then this one:

ScreenShot067.jpg


and click on Weld Selected Points to First Selected Point (WSP2FSP from now on).

ScreenShot068.jpg


WSP2FSP is the button I use more than any other.

Do the same with the points on the other side.

ScreenShot069.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 8:01 am

At the moment, the front of Driver looks like this:

ScreenShot070.jpg


We'll use a plug-in to fill in those gaps.

Select Driver and untick Draw Points.

Select the three points shown below:

ScreenShot074.jpg


The select:

ScreenShot072.jpg


This is the result:

ScreenShot075.jpg


Do the same with the other points around the gap, to fill it in with triangles.

ScreenShot076.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 8:13 am

We can use the Merge Faces plug-in to merge triangles that form a flat square face.

ScreenShot077.jpg


To make it just a bit smoother, we can also split the new faces along the horizontal and shift the points to make it a nicer curve:

ScreenShot078.jpg


ScreenShot079.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 9:29 am

I decided to make the shape of our wheel hub match more closely with the diagram, by readjusting some points to make a smoother transition from the small circle (where the side rod fits) to the large circle (where the wheel axle goes). On the back face, make these edges:

ScreenShot081.jpg


and on the front:

ScreenShot082.jpg


Shift the points (and weld points if necessary) to make a smooth transition:

ScreenShot083.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 10:02 am

Next we'll do the counterweights.

Drag a cylinder into the scene, set its longitude to 64, rename it to Counterweight, rotate it 90 degrees around the z axis, draw it as a Solid Outline (and translucent) and position it so that it's centre coincides with the centre of the wheel. Then scale it by 4.1 in the y and z directions. In the plan view, move it along the x axis so that it's in front of the wheel when viewed from the left side.

ScreenShot084.jpg


Copy and paste Counterweight. Scale it up by 3.0 in the z and y axis. Then with only the y axis unlocked, move it down until the top is in line with the bottom of the counterweight in the diagram.

ScreenShot085.jpg


Show only the new counterweight and the SideElevationLineDrawing. Delete the front and rear faces of the new counterweight. Also delete all the faces around the circumference that are below the bottom edge of the counterweight in the diagram. There should be only 6 faces remaining. Select the new Counterweight object and click on Invert Selection (in the construction panel). Lock and hide that object.

Unhide the original counterweight. Make an edge across it as shown (front and back):

ScreenShot086.jpg


Select all the points below that edge:

ScreenShot087.jpg


and delete them.

Select the bottom edge, front and back, and divide them into 6 segments (this will generate 5 new points on each of the two edges). Make an edge from the top point to each of the 5 new points along the bottom edge.

ScreenShot088.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 10:12 am

Move the 10 new points up a little way (this doesn't need to be exact, it's just to get them out of the way for a moment).

ScreenShot089.jpg


Unhide the second Counterweight. Select the first one, then the second one (holding down CTRL), and do Shape Merge.

Weld the points like this:

ScreenShot090.jpg


ScreenShot091.jpg


ScreenShot092.jpg


Use the Create Triangle From Points (CTFP) and Merge Faces (MF) plug-ins to sew up the gaps.

ScreenShot093.jpg
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 10:35 am

I also divided those rather flattened end edges into 4 segments, made edges to connect the new points to a common point (to make triangles) and in side view, shifted the points to make the ends of the counterweight more rounded.

ScreenShot094.jpg


The last part of the puzzle is to go into plan view, unhide the Driver and then move the Counterweight along the x axis, and adjust its width along the x axis, to get it to fit nicely under the wheel rim, with a bit of overhang.

ScreenShot095.jpg


A little bit of tidying up before the next stage. Select all the spokes and the counterweight, and put them all into the same group as Driver. Rename the group as Driver.

Select Counterweight, right click and choose Select Group Members. Then from the top menu, select Plug-Ins and Create Unique Names. It should end up like this:

ScreenShot096.jpg


To see how it looks, select all the group members of Driver, right click and draw them all as Smooth without Translucency. Make sure they are all unhidden. Have a look at it in 3D:

ScreenShot097.jpg


and here seen from the other side (with the rails unhidden too):

ScreenShot098.jpg


Congratulations if you got this far in the tutorial!

Making a good-looking spoked wheel with bosses and counterweight is quite a challenge. If you want, post a picture of yours on the accompanying Questions and Answers thread.

The next thing is to make the axle and a copy of the wheel on the other side (but rotated by 90 degrees, because that's how they are on a real steam locomotive ... it's to do with the cylinders on each side being out of phase by 90 degrees, partly so that the loco doesn't get stuck when stopping or changing direction).
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Re: We shall build a steam locomotive ...

Unread postby mrennie » Sun Feb 24, 2013 10:56 am

Next we'll make the wheel on the opposite side of the loco. Dead easy!

In "looking from the front" view, select all the members of the Driver group. Copy and paste them. Select all the members of the new Driver group.

ScreenShot099.jpg


Click on Flip Shape (in the Construction panel), making sure it does it along the X axis (to verify, right click on the button to bring up its Flip Operation Parameters).

Keeping the group members selected, and with only the x axis unlocked, slide the whole lot over and into position at the other rail.

ScreenShot100.jpg


Rename the first group as Driver3L. Rename the second group as Driver3R.

Select all the members of Driver3R, unlock them all, and then Show Only, so that only the right-hand wheel is shown. Unhide SideElevationLineDrawing (this helps to keep you orientated as to which view you're in).

In side view (looking at the wheel from the left), with all the group members still selected, zoom in as far as you can. Then use the shift thing (the one in the view window, NOT the Shift Tool) to rotate the group about the x axis. You have to place the cursor on the hinge between the arrows, like this:

ScreenShot101.jpg


Hold down the left mouse button and drag the mouse to the left, watching the bottom of the screen where it says how much you're rotated. Rotate exactly 90.0 degrees.

ScreenShot102.jpg


here's how it looks now:

ScreenShot103.jpg
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