- [Instructor] So now I want to talk about studio spline
and bridge curves.
So I need to go into our curve tab, and you'll notice
that I have a studio spline tool right here.
With studio spline, you have a couple of options.
Do you want to create a spline through points or by poles?
If I use a through points spline, you have various options
as far as how you want to parameterize that spline.
So I want to constrain it to a plane, just gonna specify
the plane that I want it constrained to.
It's gonna go to the XY plane.
You'll notice that I have my XYZ setup,
based off of the plane that I just specified.
Now I can pick some random points out in space,
just to show you what's going on.
Now, as I pick points, you'll notice that it's giving me
hard corners, and the reason why it's giving me hard corners
is because I have a parameterization degree set to one.
If I increase this, you'll see now,
I have some smoothness to that curve.
So the studio spline is going to build based off of
those points and run through those points.
Now, I have options here to close off the spline.
If I want to, I can come back in, grab one of those,
and just start moving it, and it stays on that plane,
'cause I'm telling it to be constrained to that plane,
and just turn off the close.
If I want to add more points,
I can just continue to pick more points.
If I go to one point and I realize, you know what,
I don't want that point, I can right mouse click on it
and say delete point.
If I go to this constraints list, you'll notice,
here at my points as well.
So if I want to see how many points are used to actually
make a spline without actually looking at those points,
it will give me a list, so I can see I have,
actually, five points.
Now, I'm just gonna hit apply, and I'm gonna make another
studio spline on the same plane.
So let me go ahead and shrink that.
I want to select this plane right here,
and as I go through and make my studio spline,
I'm gonna pick this end point right here.
Now you'll notice something new pops up.
This is asking me if I want to impose any kind of tangency
or curvature to the spline endpoint that I just picked.
If I specify that I'd like it to be tangent,
you'll notice that, as I go through and pick other points,
this forces or imposes a tangency across that boundary.
Now, if I right mouse click and say infer G2 over that,
now I have curvature continuity across that boundary.
So no matter what I do to this points,
it will always and forever be curvature continuous.
Now, again, if I look at that list, across that first point,
you'll notice that I do have G0, G1, and G2.
So this does allow me to quickly
and easily impose tangency and curvature.
Select OK.
Now, the next thing I'm going to do, under studio spline,
is I'm gonna make another spline, but this time,
I'm gonna use by poles.
So with this by poles option, go ahead and close this,
specify the plane that I want to draw on.
Now, when I start picking my points, you'll notice
something different pops up.
I'm going by poles, it's saying two more poles
are necessary to create the spline.
So what I'm gonna do is I'm gonna come over here
and specify single segment.
Once I specify single segment with my by poles,
it recognizes that, hey, go ahead and draw in that spline.
I'm telling it, I don't want any crazy advanced math
on this thing, you'll notice that the degree
drops back down to one.
When I pick the next point, you'll notice the degree
automatically jumps up to two with single segment turned on.
In order to draw this curve, it needs a little bit more math
and it's determining how much math the curve needs,
based off of the points that I select.
And that's, again, with single segment.
If I left this off and I take this back down to one,
you'll notice I get that hard corner again,
'cause now it's no longer a single segment,
it's giving me multiple segments.
Turn that back on, it goes back up to two.
I'm gonna go ahead and click on another point, out here,
and you'll notice that the only place that those points
actually touch the curve are at the endpoints.
So, by using the poles in this condition here,
what's happening is, these control the shape of the curve
without actually going through or touching the curve.
So I have the ability to manipulate this,
pretty straightforward and easy as well,
versus the through curves.
If you need the spline to run through those actual points,
go ahead and create 'em through the actual points,
but oftentimes, when we're talking about stylistically,
you're trying to make something that looks
very aesthetically pleasant, it's much easier to create
a curve in this fashion through holes.
Gonna hit apply, create that curve.
I'm gonna go ahead and make another curve,
just move over a bit.
Just start drawing some points.
Now, if I take this end and drag it and move it
over to this point, you'll notice that it attaches it.
If I right mouse click, I can insert another pole.
All sorts of stuff that I can do with it.
So here I can grab it and move it again.
Let's do this.
Right mouse click and say insert next pole.
You'll notice that it inserts the next pole.
And go ahead and pick the plane that I want it to sit on,
go back over here.
So, as I move this, you can see, I can get a snap.
Now that I specified my plane, I have constraint, the little
circle that appears around that is little constraint.
I can right mouse click, I can say infer G1 as well,
and you'll notice that, as I move this, even though
I moved it away, it's still inferring the G1 constrain,
and it's tying it down.
So I can take these poles, move 'em around,
I can delete a pole.
You'll notice the constraint goes with it once I delete it.
Select OK.
Another way to create splines, if you wanted to, say,
bridge a curve between these two,
is to use an actual tool called bridge curve.
Very similar curve gets created,
as far as the type of curve, creating a spline.
So all I have to do is pick a curve,
pick the next curve, and it creates that bridge.
With this, you'll notice that I can just
grab that end point and move it around.
Again, they act very similarly.
The big difference here is, you can't control,
necessarily, the control points, but you can control
the shape using these little handles.
This is the magnitude of tangency.
You also have the capability of specifying curvature
here as well, and again, manipulating each one
at each respective end.
So, based off of what you put here is the level
of complexity built into the curve.
So, bridge curve, great tool, super powerful.
I use it quite often when I'm building bridges like this
over the studio spline.
It gives me a lot of good functionality, and again,
if I scroll through this window, you'll have your
tangent magnitudes here, and I can change it to depth
and skew, so if I want to, I have a different way
to control those curves, so that's one of the reasons
why I do like to us it, it's because it's, A, it's very easy
to use, and B, getting the shape that I want with these
shape control tools really makes things pretty simple.
So, again, they both create high-quality splines,
whether you want a NURBS or bezier.
Bezier just means single segment.
In this case, the actual studio spline,
you can create NURBS curves, and with a bridge curve,
by default, it wants to do bezier.
So, great tools, get comfortable with them.