Welcome to the solidify modifier in this video you will create a 3D object from just curves.
Give the new object thickness using the solidify modifier.
So let's hop over into blender.
So here we are we're tantalizingly close to having what's almost a complete lamp but it's missing the
lampshade at the top so we give you some similar skills that we learnt when making the base in order
to make the lamba of course the lamp is actually whole low because it needs a bulb in the middle of
it.
So let's create ourselves a new blender file so let's go ahead and do that now so you can just practice
these skills that we need to work on.
Only get rid of the default cube from our scene.
I'm also going to get rid of the camera and the lamp just to make it simple to follow.
So the first thing I want to do is add myself to Curves.
One is going to be a circle.
So let's add the circle.
And it doesn't actually it does matter because that's the throws the other curve that matters as well.
So let's leave it in the middle.
I'm going to rotate it so it's locked to the x axis and facing down the y axis D.
There we go.
That's that's the way the lamps are going to be generated from this circle.
The next thing we need to do is add a Bezier curve.
I want to be able to see what I'm doing.
I'm going to flip around to the left and I need to be in orthographic projection.
There we go.
So there's our circle and I want to Bezier curve.
I can see here.
So let's add a curve making sure were in object mode Bezier I can't see it at the moment cause it's
on the x y plane.
I think I just need to rotate it here.
And 90 degrees there and on the why is it.
Oh that's translation.
Don't make it disappear.
Let's try 90 on here.
So that looks good.
And then 90 on the Y as well.
X.
Okay.
So that that's good.
And it's actually going the way that I want it to go as well.
I'm going to I'm happy with that.
I need to lift it up and buy one on the z axis so look at the the z axis and press 1 so it's on the
origin itself just as uncreating this case so let's link these two together so we can see it as we build
it up.
So we need to go to the curve properties over here and we need the circle to have the bevel object of
this definition curve that we've got here haven't named any thing at the moment.
So call this outline.
Out out link.
That's not right or doing very well here with my typing right.
Am.
And let's set the bevell object to the owner the circle needs the one of the outline.
There we go.
So we're starting to get something building up here.
And what we need to do I'm going to go into edit mode and start moving these points about so that's
a rough lamp obviously but we can think we're going to need two control points to get a rough shape.
It's going to extrude out and pop one there rotate the handles around little.
Here we go and perhaps rotate this one around here and pull that down.
So it's a bit sharper.
They only just pull it up actually.
There you go that gives a better five.
And you can obviously play about with this to your heart's content to get the shape that you want.
I'm going to leave it like that for the moment.
Okay.
So here we have a basically a two dimensional object now in the curved properties here if we hit two
two deep on the circle it'll fill it in and become a flat shape and we can have a look at the wire frame
and see that there's nothing inside it is just a completely solid object.
Once you've done that now then hop back onto 3D because I want it hollow but that is essentially just
a skin there's no thickness to it.
So we need to use what's called a modifier and we need to solidify modify.
So we're going to go to a modifiers add a modifier and go down to solidify which is under generate.
Now once we've done that we can see it changes straight away.
That looks good.
And if we hop into wireframe mode.
We can't see anything at the moment that's probably because the thickness is very very low.
So let's have a thickness of one and all.
There we go is could say a great thickness there perhaps one was a little too high.
Let's go.
Point five.
And now hop out of wireframe mode and just see what's going on.
That's absolutely brilliant.
We actually want a hole in the back here so we can change our curve.
If we wanted to to make that happen.
Now the clamp feature is very useful.
It actually allows us to constrain the amount of thickness we add.
So if we go here and increase the clamp value it doesn't matter how much you increase or decrease as
far you've got negative thickness and positive thickness.
It clamps it to a certain ratio.
That's that's very helpful to making sure that you don't push geometry through itself.
So if I turn the clamp completely off and in this wire frame mode just keep increasing the thickness
essentially the thinnest parts as you can see start passing through one another and that will continue
happening again and again and again.
So eventually if you push out you get something wacky like this going on.
Although to be quite honest that is almost a jet fighter engine again or a Tannoy attention.
Everybody take this course now.
Brilliant.
So we made the tannoy but there's obviously a lot of geometry inside it's a very messy model doing it
that way.
You'd be much better at just defining this with curves.
So let's push that back so sensible and increase the clamp and depending on how high you set that clamp
it's got a value between nought and two.
Depends on the amount of clamping that will actually happen so again in wireframe mode it gives us a
good indication of Wall thickness throughout Germany just need to play with these two figures here.
The thickness and clamp in order to get yourself a reasonable looking lampshade or bell or anything
else that has this shape here or anything that follows a thickness pattern so if you've defined anything
else using curves you can have the thickness here or indeed just a plane.
You can add thickness using the solidify modify.
Okay guys it's Challenge time I'd like you to create the lampshade so create the lampshade using curves
with s solidify modifier.
Now for ease I do suggest you set a new rest position of the upper arm going along the y axis.
Just make creating your lampshade and a lot easier.
Now if you're following along with my exact model then do feel free to add a ball for the joint at the
top of the lower arm.
I'm going to make this top section really simple so this head has not 360 degree movement.
We're going to constrain it later on but do add a ball at the top of the lower arm.
If you've got a slightly different mechanism then go ahead and create that with the knowledge you've
now got.
If you have created a ball joint then set it as the parent of both curves add another bone to your armature
name that's one appropriately and then parent that bone to the lampshade ball joint.
Okay one final thing.
When you're done reset the rest pose.
So it looks like this in the picture.
Pause video now and give that a go.
Welcome back guys.
Let's hop straight on over into blender and create our lampshade.
So let's go ahead and make our lampshade.
So the first thing I want to do is just a line this.
So basically it's just running flat now because I've already put the constraints on and they're accurate.
I know that I can literally just grab that and move it down and it will be locked in position.
If we move to the left view or the right view it doesn't matter.
You can see that it's running straight along there.
Finally I want to use control and a and apply the pose as the rest pose Now that then changes the edit
mode will be now the same.
Now if we had done it in the edit mode it actually screws up all of the angles and constraints that
we've put in because it changes the angles so you need to make those sorts of changes impose mode.
Now that we have that there we need to actually create our circle in our Bezier curve.
So the first thing I will do is move the cursor to the 3D cursor to the end of this section here.
So I'm going to come out of edit mode select our upper arm.
Hop into edit mode again and excellent the top faces selected if it's not I select it.
I'm going to move the 3D cursor to selection to selected which I'll put it smack bang in the middle
of that face.
Right.
The next thing I would need to do is come out of edit out Sadr and arc herbs to the object and create
us a circle that's going to be pretty big.
By default it's going to be one something to do the rotation on the x axis by 90.
That's fine and I'm going to hear the radius.
I've been playing with some figures.
I think it's going to need to be about 0 point nought eight or thereabouts perfect.
I'm happy with that circle so now we need to add a nother.
Curve which is going to define the outline of our model essence that's in there will do some tinkering
with this curve.
In a moment it doesn't really matter on the size but I'm just going to make it roughly the same size
as our circle that we have here now that we've got that we need to make sure that the circle uses the
line here the Bezier curve as it's bevell object.
And we can do some renaming in a moment.
So now that we've got there let's let's actually sort of have this curve here so that it actually follows
the shape that we're making.
Otherwise it's just a bit confusing if you're moving things one way and they're moving on another axis.
So the way that I'm going to do that I'm just going to flip round to the top view so I can see this
curve and I'm going to rotate it's round in the z axis by 90 and let's just move it out as well so we
can see what's going on.
Now let's go in and edit that and see what happens when we move this one.
Okay so when we move left and right the actual curve itself is moving forwards and back.
So we need a 90 degree rotation somewhere.
So as hop back into object mode and let's try it rotating it's 90 degrees.
Well let's counsel the 90 degrees on the z and try that again.
And that's still moving left and right there so let's do 90 degrees on the X.
That's where it rotated around so we can't see it from this angle but it looks like from the side that's
going to make excellent sense.
So let's go round here and just see what's going on.
Hop in to the left hand view.
Now that's starting to look more like our lampshade shape so we hop into edit mode and I pull it forward
and back.
It is going forward and back but it looks like the curve itself is the wrong way round.
So I'm just going to move the curve literally round itself and grab this point over here.
I can see it anymore.
There it is.
And move it this way.
Perfect.
So then we've got this bit here we she's going forward and back.
Still not quite right so we need to rotate it once more on another axis that's cancelled that one there.
And View it from the top.
And put a 90 degree rotation in there.
It is going to need 90 and all of them are going to need a 180 somewhere.
By the looks of it they're stride 180 x.
Okay.
That looks perfect.
So a bit of playing about there and we got ourselves the right shape.
So let's go around to the left again and edit that curve and we can see now when we pull it forward
and back it matches and it's even got the little incorrect inflection going on so we can rotate that
round.
So it's not being.
Fussy and coming in on itself.
So we can move that back ever so slightly now.
This one here click the wrong thing and we've got a hole in there that's absolutely fine we can cover
that up in a moment with a ball joint.
I'm just going to move this one in a little because that's just a little bit wide and move these controls
around Okay that's looking good.
So let's just have a look for scale that might end up being a bit big I'm not sure yet.
We can always scale up and down or modify these curves later and skin each rude and put another bit
in here and around there.
How's that looking.
That's pretty much in proportion it's looking a bit thick so let's go here and push that in slightly.
Move that one in again and just make this a bit smaller as well.
Brilliant.
I'm happy with that for the moment.
I could probably spend the next hour or so filling about with it and getting it more perfect.
But remember don't chase perfection all the time.
So we need to add ourselves in a come out of edit mode into object mode and add a solidify modifier.
So in the modifiers making sure that's our busiest circle is select.
That's the thing we're applying the fickleness to and go to solidify.
Oh that looks pretty good already.
Let's just play with a couple of values.
No actually not points one seems absolutely fine.
Looks not point not one.
There we go.
Right so I'm going to move the cursor to selected again.
With the right key combo of shift in S.
Now place it's back there and I'm going to add a mesh object that's a u.b. Sphere classics can be massive.
I'm simply going to downsize it too.
It was point eight earlier I think or point nought eight.
One of the two point forty eight said no point not eight.
And again you will have to play with some figures that suits your model fine.
So now that we've got that in place that's created the ball joint there I'm happy with that.
We will just set it as smooth shading so much as the rest of the model.
Okay.
Brilliant.
That's starting to look much like a lamp.
The final thing I'm going to do is change it to the rest position is similar to how it was before so
I'm going to hop over into PPO's mode after selecting the lamp rake.
Once we've done that I'm going to move this by 90 degrees up here but it's not connected to anything
yet.
So let's go ahead and create a nother bone coming out of here.
Lock it to the y axis.
So it's coming out of there.
And then finally we've got a bit of parenting to do here so this.
Let's have this area here the actual lampshade and the ball almost connected and being as one.
So we've got our sphere here so I'm going to call that lamp shade at joint because that's essentially
what it's doing.
And then we've got our Bezier circles.
This is the lamp shade profile.
And then the curve is the lamp shade.
Outline excellence and now we have those three things named.
I'm going to basically make the curves I think.
Children of the joints.
And then I can select the joints select the arm chair and we do need to be imposed mode for this so
let's hop back over to the rake.
Poe's note.
Excellent Sir select the joints if I can.
Yep.
Select the arm chair.
Or more specifically the bone that's connected and then parent it with control and P to the bone.
Okay so now we should see that that is constrained there.
And if we move around should be able to move it to left to the right etc..
Perfect.
I'm going to reset the rotation.
And finally I'm going to lift this up are going to rotate that by 45 degrees.
And I think this one here rotate it by minus 90 in the in the z y playing which will be shift the expression.
So that is that set.
And finally I want to go control an A and apply the pose as the rest pose.
That's the default state.
Our lamp is going to be in.
Okay let's have a look at our lamp and see how it's doing and just going to turn x ray off on the armatures
around crunches going to hide the rig for the moment that probably be easier post mode and now should
Bill return that rake off.
Brilliant.
So the only thing that I can see here for changing later on is potentially making this ball joints where
it joins on the upper arm perhaps making the upper arm a bit thinner.
So it's not.
Doesn't look so ridiculous at the top there.
Otherwise we've got ourselves a pretty good looking lamp.
How are you guys getting on.
Please share in the discussions.
I'd love to see how you're getting on.
And I will see you in the next lecture.