Now I want to show you how I deal with MED to make my models. They are not as breathtaking as some others of this contest but... let's have a look and tell me what you think:

First you place some points in the top view. In the other views they stay at one level, it's the level of the origin.


You use the traingle tool to connect the points(vertices), do it clockwise, so the polygon will show the face against you.(I hope my english isn't ununderstandable)


When you finished the faces then you have to switch to the triangle mode.


Click the extrude button, and a window will open. You need a figure higher than zero point. What does 'extrude'? - It's better to try and examine it on one's own than explaining it.


In our case it extruded the wrong direction, it extruded inside out... hm ...outside in - you won't see any faces outside the model if you would go on this way.


With minus you can change the direction of the extruding.



Extrude distance: 4.00:


Click the extrude button, and 'return'. And again...



A very first and very simple leg:


Doubling the leg in three steps, only possible because they are still simple because symmetrical in itself, look at the trousers for the doubling of a more developed shape:
copy:


paste:


restricted move:


Thus restricted, the legs won't differ in their height.


Now you may have an idea why I extruded so often: I mainly changed the shape of the leg while scaling every single 'level' of the point/vertex cycles.


Female (a modification through 'rotate at mouseposition'):


Trousers:


To look on the framerange isn't necessary at this step of modelling, it is important for animating when you have more than one frame.


One poor example of how to use the most powerful tool of the MED(it is the MED's main animation tool) 'rotate at mouseposition': you only have to choose - and choose it carefully - the anglepoint, then click and hold and move the mouse pointer up or down.


At this place just an example of a video editing software with a great solution how to manage the framerange.
1 Position of the current frame
2 Start and end position of the chosen frame range
3 Other marks to show what has happen to special ranges of frames


The more complex trousers:

Doubled(copy, paste, move restricted, AND mirrored and flipped normals(only possible in triangle mode))

I don't remember if I doubled the highest points or if I put some points through the 'vertex creator' before I moved them to there places, and conected them to polygons. It depends on the shapes you have and the shapes you need to add.

The feet/shoes still have no bottom, but there is no need to explain how to manage that... ?

Last edited by Pappenheimer; 10/02/03 07:26.