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ClydeSight Productions Bryce 5 Tutorials:
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Learn Bryce 5 modeling by building a robot model based on "Robby, the Robot"*
See local media coverage of this tutorial!
| This tutorial is intended to teach Bryce 5 users basic modeling techniques by building a robot BASED on the character Robby the Robot. The Bryce 5 model can be used for educational and personal use ONLY. Commercial use of the model will require a license from Turner Entertainment Co., A Time Warner Company. ClydeSight Productions does not condone or imply any use of this model that would be construed to violate their rights, nor does it use the model in any of its own commercial products. See Disclaimer |
Note: This is a highly detailed tutorial. I STRONGLY suggest that you print these pages (there will be a lot of printed pages!) and use the hardcopy as a guide while working. It's much easier than having both Bryce 5 and your browser open and then flipping between applications!
Robby's head is filled with computer parts that made sense in the 1950's, and two important parts are the Computer Resets. These are two "flappers" that would "flip" after he said something or had a particularly profound thought. They "reset" his buffers for the next computation.
Robby's computer reset arms are very simple to make in Bryce 5 and we'll set up the origin points so they are ready for animation.
If you have saved and closed your model, open it now and go to the FRONT view. Select NONE and click on the SOLO button. You should have a blank workspace.
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Step 1: Make the Right Reset Axle If you are in wireframe mode and can see your model, make sure you have not selected anything and click on the SOLO button in the VCR controls. This will hide all objects in your wireframe view. You should be in the FRONT view (press 4 on the keyboard) and your workspace should appear to be blank. Click on the Cylinder in the Create Palette to bring it into your work space. It will arrive in the wrong orientation for our purposes. Click on the Attributes Box for the cylinder and change the X rotation: X = 90. Click the Check Mark to apply the change. Open the Attributes box again and perform a Set As Unity. Click the Check Mark to apply the change. Click
on the Attributes Box again and set the following coordinates: Click the Check Mark to apply the change. Assign a material to the axle. I chose a shiny metallic white from the Simple and Fast materials. This is a painted object so assign it to your "painted" family (I used the orange color cube) SAVE YOUR WORK! |
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Step 2: Make Right Reset Arm Click on the Cube in the Create Palette to bring it into your work space. Click
on the Attributes Box and set the following coordinates: Click on the Check Mark to apply the changes. Assign a material to the arm. I chose a shiny metallic white from the Simple and Fast materials. This is a painted object so assign it to your "painted" family (I used the orange color cube) SAVE YOUR WORK! |
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Step 3: Group the
Right Computer Reset
Select the right reset axle and the right reset arm. You should see a small G in the icon column. Click on the G to GROUP the items. Click on the group Attributes Box and turn ON "Show Origin Handle". Click the Check Mark. You will have to manually set the origin handle. It should be as close as possible to the center of the Right Reset Axle as shown in this image. (By center I mean X and Y center. The Z center (depth) doesn't matter.) You'll have to check the placement by looking at the Attributes Box. Keep trying until you get the following coordinates: Origin:
X = -2.70, Y = 151.75, Z
= -6.49 If the coordinates match mine or are within .01 of the figures, you're fine. Name the group: right reset group. Click the Check Mark to apply the changes. SAVE YOUR WORK |
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Note: In this case, we DID use the numbers to set the origin because we wanted Bryce 5 to move everything in the group in relation to it. Even though we performed a Set As Unity for the new group: left reset group, it did not Set the objects it contains to Unity. So we had to pick each object and Set As Unity each one individually.
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Step 4: Duplicate the Right Reset The Left Computer Reset is made by duplicating and rotating the Right Computer Reset. DUPLICATE the right reset group. Click on the Attributes Box for the duplicate group and change the Z rotation: Z = 90. Click the Check Mark to apply the change. Open the Attributes box again and perform a Set As Unity. Click the Check Mark to apply the change. Click on the Attributes box and set the origin. Origin = 2.70. Click the Check Mark to apply the change. Click on the Attributes box and check the coordinates: Origin:
X = 2.70, Y = 151.75, Z = -6.49 If your figures match mine you can name your group. Name: left reset group. Click on the Check Mark to apply the changes. In the object selector choose the cylinder and select the "right reset axle 1". Open the Attributes Box and Set as Unity. Re-name the object: Left Reset Axle. Click on the Check Mark to apply the changes. In the object selector, choose the cube and select the "right reset arm 1" from the pop-up list. Open the Attributes Box and Set as Unity. Rename the object: Left Reset Arm. Click on the Check Mark to apply the changes. SAVE YOUR WORK! |
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Step 5: Render the Computer Reset Groups If you click on SOLO mode to go back to your full model and render the groups, it should look like the image here (Note I only show the head section of the model) SAVE YOUR WORK! |
Congratulations! You have completed Robby's computer resets and set them up for eventual animation by adjusting the origin points.
We'll move on now to Robby's "relays". These are the clacking parts that open and close when he is about to talk or come up with an idea. There are six valve assemblies, but, as you can guess, we'll make only one and then replicate the rest! We'll also set the origin handles on them so they are ready for animation.
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Tutorial copyright - © ClydeSight Productions - 2004