Bridge

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Transcript

In this lesson video, we are going to cover the bridge commands. Basically, the bridge commands will create polygons to connect face groups, or edges or holes. Let's see how this works. In our scene, I already created two sub divided cubes. If we select this vertex here, and then this vertex here, hold Ctrl, then press three. We have four faces in here selected, and four faces in here are selected also, to bridge these two face groups, we can right click and choose bridge faces.

Here, we can see new faces created to connect the previously selected faces. If we press Shift z to go to the wireframe mode, we can see the previous faces are now gone. So the surface is continues all the way. Shift z again to go back to the solid fuel mode. By using bridge we can create a tunnel in our mesh model. For example, Whoa, if I select these two faces here, and these two faces also right click and then bridge, we have a tunnel.

Another example, if we select this vertex up here, and then it's worth x down here, hold CTRL and then press three, right click and bridge, we have something like this. Now, if you want to do the bridge operation, you need to make sure that the amount of ages in the first and in the second face group are the same. If they are not at the same number, the resulting bridge will not be all quad faces, you will have triangles in some of the areas. For example, on this side, I only select one face, while at this side I select two faces. When I do the bridge command, we can see the resulting faces are triangulated. So this is something you need to be aware of.

Besides faces. You can also breach he loops and holes. For example, If I select these ages and then these ages also and then right click and choose this bridge edge loops, we have breached faces like this. For the whole example. Let's go to the face mode, select this face and this face, then press X and then choose faces here. If you have holes to bridge them, you need to be in the H mode, hold out and click on one of the ages at the whole border.

Then hold shift out and click on this H border also, then right click and then just breech h lobes. So again, breach command works on phases, ages and also holes. Let me reload the file so we have a fresh start. Just like before, I have four phases selected at this side, and four phases are selected at this site also. Let's bridge them again. After performing the bridge command If we open the operator panel, we can see we have a lot of options here.

The number of cuts value here will add more edge loops into the bridge result. If you have enough number of cuts value, you can play around with the profile factor here. To make it fatter or thinner. The curve shape can be controlled by this profile shape options. We can use the twist option here to twist the breech faces. Here, you can also use negative values if you want to rotate it in the other direction.

You can see we can create different types of interesting shapes just by playing around with these values. The next more advanced values are this interpolation option and this smoothness value. Let me change these values back to the default. And let's have 20 cuts for our bridge. Okay, now if we have the interpolation option set to linear The smoothness of value here will do nothing. But if we change this to blend path, dragging the smoothness value here will control the loop cuts distribution on the bridge, whether they are closer to the source faces or compressed in the middle area.

Now, if we select blame surface, we get something like this, let's drag the smoothness value here to almost zero. What blend surface does is that it tries to continue the existing surface normal around the selected faces, because the surface is facing this way. That is why the bridge faces curve like this. It is interesting to see that this center eight loops sink into the bridge creating a concave surface. Next are the merge and merge factor parameters. The merge factor here only works if you have the merge checkbox turned on.

Basically the merge option will not create a bridge Instead, it will merge the vertices of the selected faces do merge factor determines whether the merge takes place in the first face group location, or at the center, or at the second face group location. The last option we are going to discuss is this Connect loops option. But to really understand this option, we need to create a different type of bridge and that is the multiple loops bridge. To see how the multiple loops bridge works, we need so for each loops, let's create a circle object and change the vertices a value to only 16. Essentially, circle object is just a bunch of vertices and edges connecting them creating around loop without any faces. Go to the edit mode and press three in the numpad.

To see our circle object in orthographic. From the side view, press R and then type 90. What we want to create now is some cases. of motorbike excels, placed the circle here, shift D to duplicate and right click to cancel the movement, move the New Circle manually with the move to the small shift D again, and right click, press S to scale it. Move it slightly to the right, shift D and then press Y and then move it here, shift D again and then move it here. Then press R then rotate this a bit like so.

Next, select the circle at the back, shift D again and right click, press S to scale it down and move it slightly to the left. Shift the again, move it here, scale it up and rotate this a bit and so on. I just speed up the video for now. Okay, we know have several age groups in the form of circle shapes. What we want to do now is to bridge all of these age loops to create the motorbike exos. To do that, press A to select all of them, right click, and then to bridge he loops here, we can see we just created a motorbike exhaust from a bunch of circles.

So from this example, we know now that bridge works also on multiple targets. With this method, you can create a different variety of models, such as you can muddle a human digestion system, from the throat, in testing stomach all the way until the anus, and remember, you are not bound to just using circular shapes. You can reach circle to rectangular h loops and vice versa, or any shape you like. Just make sure they have the same amount of ages. Finally in the operator panel The option we haven't discussed yet is this Connect loops option. By default it is set to open loop.

If we change this to closed loop, we can see Blender will try to bridge the first endless age loops, which is not really helpful for our ex house model. And the last option is look pairs. Now this option only works if you have an even number of age groups. Basically, it will breach only the odd to the even number of age loops and it will skip bridging the even to the odd he loops

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