Using Hierarchical Grouping

The ability to properly use hierarchical grouping and set rotations are crucial for effective design and animation. The Hierarchical Grouping tutorial provides you with the basic knowledge to set up and properly use hierarchical groups and to define and change rotation points and set rotations.




Creating a Primitive Leg

Rotation points are important for pivoting parts of a model. They tell the program the location of the point around which segments of a model rotate. For example, if you have a robot arm, you would set a rotation point at the elbow so that when the lower arm rotates, it will remain attached at this pivot point.

NOTE:To understand the use of rotation points as well as hierarchical grouping, you will create a simple robot leg using primitives. To start:

NOTE: If you plan to reshape the primitive, you need to:


Duplicating the cylinder

Illustration 30 - Duplicating the cylinder


NOTE: Make sure that you can see the cylinders in the Top window and then:





Creating Hierarchies

Tip: All the leg parts are now in one folder named *Leg. The reason you put an asterisk * next to the names of the folders is to identify which parts are going to have rotation points. The foot should have an asterisk in front of its name because it will also be assigned a rotation point.


Leg Hierarchy

Illustration 32- Leg Hierarchy





Setting Rotation Points

The first step is to set a rotation point for the entire leg. Using the Spacebar, you will set a depth in two windows to identify the location of the rotation point in 3D space.

NOTE:You should see vertical and horizontal dotted lines that intersect in the area where you want the rotation point.

NOTE:You should see vertical and horizontal dotted lines that intersect in the area where you want the rotation point.

NOTE:You have just completed setting all the rotation points for the entire leg. The next step is to check the location of the rotation points.

NOTE:This will insure that the rotation point is easier to see.


Rotation Point

Illustration 33- Setting the Rotation Point


NOTE:You can now leave the Statistics box open or close it.

Now, look at your different views. You should see a point at the location that you set for the rotation point.

NOTE:You can adjust the rotation point by clicking and dragging it in any of the windows. You will probably need the magnifying glass to see the rotation point.





Testing the Rotation Points

NOTE:Try rotating the *Leg and the *Foot. Later on, when you animate, you will see how useful rotation points are.





Duplicating and Mirroring the Leg

Now that your leg has rotation points, you can duplicate it so that you have 2 legs. The duplicate will have the same rotation points that you already set on the first leg.

NOTE:Normally, your leg would not be symmetrical so that you would have to mirror it after duplicating the leg. Even though mirroring will not make much difference with this simple leg, nevertheless you should do the following to learn the procedure.

NOTE:In the future, if you are having trouble mirroring an object try making the view of it smaller. Sometimes the program needs the extra space around the object to flip it.



Review Assignment

To build on what you just learned, perform the following suggested steps.

NOTE:In a later tutorial, you will animate the legs.