9

332 Chapter 5: Creating Geometry
In the 3D industry, the general term for spheres
that operate in this wa y is metaballs (page 3–972).
The BlobMesh compound object generates
metaballs based on specified objects in the
scene, and the metaballs, in turn, form a mesh
result called a blobmesh.Ablobmeshisidealfor
simulating thick liquids and sof t substances that
move and flow when animated.
When you associate an object or particle
system with the BlobMesh compound object,
themetaballsareplacedandsizeddifferently
depending on the object used to generate them:
For geometry and shapes, a metaball is placed
ateachvertex,andthesizeofeachmetaballis
determined by the size of the original BlobMesh
object. Soft selection can be used to vary the
sizes of the metaballs.
For particles, a metaball is placed at each
particle, and the size of each metaball is
determined by the size of the particle on which
it’s based.
For helpers, a metabal l is placed at the pivot
point, and the size of the metaball is determined
by the orig ina l BlobMesh object.
Note: Yo u c a n a p p l y motion blur (page 3–975) to a
BlobMesh object to enhance the effects of motion
in renderings. For particle systems other than
P article Flow, use Image motion blur. For Particle
Flow particle systems and all other ty pes of objects
including geometry, shapes, and helpers, use
Object motion blur.
Procedures
To create a blobmes h fr om geometry or helper s:
1.
Createoneormoregeometryorhelperobjects.
If the scene requires animation, animate the
objects as desired.
2. Click BlobMesh, and click anywhere on the
screen to create the initial metaball.
3. Go to the Modify p anel.
4. In the Blob Objects group, click Add. Select the
objects you wish to use to create metaballs. A
metaball appears at each vertex of each selected
object,oratthecentersofhelperobjects.
5. In the Parameters rollout, set the Size p arameter
as necessary to cause the metaballs to connect.
To create a blobmes h wit h s of t sel ection on
geome try:
1.
Create a geometry object, and conver t it to an
Editable Mesh or Editable Poly.
2. Apply a Mesh Select modifier to the object, and
select some of the ver tices on the object.
3. In the Soft Selection rollout, turn on Use Soft
Selection. Set the Falloff value as desired.
4. Apply a Turn to Mesh or Turn to Poly modifier
to the object.