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5. Making the Wing (Extrusion Method)

In this Section:
Spline and Shape Merge
Collapsing/Welding Vertices
Extruding the Wing
Making the Wingtip
Some notes on Smoothing Groups
Detaching the Wing


NOTE: Again, this is only a technique. There are many ways to do this. A similar way is shown in a tutorial by Gerard van der Harst at airexotica/tutorials.

First we'll want to make our basic wing shape. The aircraft I'm using has a pretty pronounced "wing Fillet" that blends into the fuselage. To do this I'll make a shape, extrude it, then form it into the wing.


Spline and Shape Merge

Drawing a Line Modifying a Line Drawing a Line: First we'll go to the Create Tab and click on the Shapes button. Choose Line. Now, in the side viewport I drew an outline of the point where my wing fillet meets the fuselage. I had to guess some as I don't have a very detailed 3-way drawing of this aircraft. Make several clicks, but not too many, as you want to limit the polygon count as much as you can if you're planning to fly this aircraft in a sim. I used 14 "points" in this case. Your last click should be on top of your first click, in which case you will choose "Yes" to the "Close Spline?" box.

Modifying a Line: If you need to modify your line any, you can do this in the Modify Tab under Vertex.

Shape Merge Shape Merge: Now (with your line selected) Move it to the outside of your fuselage. Now de-select it and select your fuselage. Go to the Create tab and select the Compound Objects in the center flyout menu. Click the Shape Merge button and scrolling down, ensure the Merge box (as opposed to the Cookie Cutter box) is Checked. Then click the Pick Operand button. Now in the viewport select your line. You should see the shape of the line appear on your fuselage.

Adjusting Shape Merge Adjusting Shape Merge: With your Fuselage still selected, click on the Modify Tab and you'll see that you are no longer working with an "Editable Poly" but rather a "Shape Merge". Look closely at the shape of the wing imposed on your fuselage and make sure it looks right. If you need to adjust it at all, de-select your fuselage and select your Line. You can now go to Vertex and make adjustments to your line that will also adjust the shape on your fuselage.


Collapsing/Welding Vertices

New Vertices Once you're done with the shape merge, Right Click in the Modify Tab and Convert to Editable Poly. Select Vertex. You'll see that you have many more Vertices on your fuselage than you had before on just your line. This is because there's now a vertex at ever juncture in your both your line AND your fuselage, with a few extra at the juncture of your faces (you can see/modify these in "Edit Mesh"). Unfortunately, if we were to extrude the "wing shape" polygons now, we've end up with more polies than we really need on the wing, so we need to Collapse or Weld these vertices to reduce their number.

Collapsing Vertices Welding Vertices: There are actually a couple ways to do this, and they are covered elsewhere. For Weld/Target go here and for Weld/Selected see Joining the Fuselage.

Collapsing Vertices: There are times when Collape may work better than Weld. This is a fairly simple procedure, but it takes some care and trial and error. I find the easiest method (for me) is to use the Perspective viewport. In the perspective view, I Select several of my new vertices that are in close proximity to each other and the click on the Collapse Button. The Vertices will all collapse into one. If you don't like the result, you can either hit Undo or you can use to adjust the new point until it looks about right. This is why I like using the Perspective View, as I get immediate feedback on how the Collapsed point looks. I'm sure I could much harder to get the location more exact, but the result might not be much better but would surly take a lot longer.


Extruding the Wing

Extruding the Wing: We're now going to use the same method of extruding polygons as we used before. Go to Poly mode, select the polygons that make up the wing, then "pull" them out with the Extrude Tool. View Align Now we're going to do something a little different. Go to the Left Viewport (you can also hit L) and--while still in the Poly Mode hit the View Align button. This will line all the polies to that viewport. Now you can adjust them with Select and Move until they're in the right spot.

There are still too many polies, so I've continued to use the Vertex/Collapse tool to eliminate the number of vertices down to the same general number and location we had in the line we used for "Shape Merge".

Final Fillet There are two ways to make your fillet... One way, you can continue to use Extrude to "draw" the wing fillet out and shape it as you go until you are at the beginning of the wing root. Or you can take that first extrusion all the way to the wing root, shape it correctly, then use Slice Plane to insert "Cross-sections" that can be shaped to match the fillet. This is the way I used. It actually takes a few more polygons, though.

NOTE: At this point I took a hard look at my wing fillet, and decided it didn't look quite right, so I went back to my shape merge (saved file) and re-worked it. So if you see the screenshots in this file look different, that's why. It only took about 30 minutes, and looks a lot better.

Extruding the Wing

Now in a singly Poly/Extrude I've drawn the wing out and using both the Select and Move and the Select and Non-Uniform Scale tool I've scaled and positioned the wing.


Making the Wingtip

Again, the way I'm doing this wing is covered in much better detail at Gerard van der Harst's tutorial at airexotica/tutorials. I'll just give you the brief version for continuity's sake.

Adding Spline Draw "Path" for the wingtip: Going to Create/Shapes/Line we'll draw a Spline along the shape of the outer wing tip. I left this named "Line01". Once this is done I'll Move and Rotate it into the exact location in the side view. This is the "Path" we'll use to loft the shape of the wingtip.

Creating Making the "Shape" for the wingtip: Using the Selection arrow, get your wing and choose Edge, and select the leading edges of the wingtip (see screenshot). Once you have these selected, go below and click on Create Shape. Ensure "Linear" is selected and hit and "OK" to "Shape01".

Adjust the Pivot Point You now need to select the new shape and adjust the pivot point by going to the Hierarchy Tab/Effect Pivot Point Only and adjusting the pivot point with the Select and Move tool until it's at the very forward tip.

Loft Lofting the Wingtip: Now we'll go back and select our "Path", in this case it's named "Line01". We'll go to Create/Compound Objects/Loft. Below, in Skin Parameters, make sure both Shape Steps and Path Steps are set to Zero (If you forget this you can change it later under the modify tab). and click on the Get Shape button and we'll pick our "Shape" we made from the leading edge of the wing.

Adjusting the Loft Adjusting the Loft: However, you'll see the loft we've made is not oriented the right way. The way I fixed this is to go to the Modify Tab and choose Shape. Then, using Rotate we'll select and rotate the "Shape" that's part of the Loft Object (not the "Shape01" Object itself) along the Y Axis until the whole Loft more resembles a wingtip.

Scaling the Loft Scaling the Loft: Now we're using the Deformations/Scale to get the size of the loft right. You can see in the Scale Deformation Window that I reduced the leading edge Scale Control Point of the loft a little and the trailing edge quite a bit. I also decided I needed to scale the loft in the center so the thickness remained constant halfway back, the tapered sharply toward the trailing edge. To do this I added another Scale Control Point using the Insert Corner Point button at the top, then moved it into position. Remember this method. We'll use the same basic concept to make the canopy frame.

Welding the Wingtip Welding the Wingtip Together: Now select your wing and then attach the wingtip to it. Scroll down and under Weld select Target. Now using the Move button you can move each vertex in the former Loft Object toward a wing vertex until the cursor becomes a Crosshair. When you let go the Vertices are welded. Continue this around the top and bottom until your wingtip is welded together. As always, look closely at your object to be sure you've eliminated all unnecessary polygons. Welding 01 In this case, I've used Vertex/Collapse to weld several "duplicate" vertices together.

Welding 02 A quicker way to do this (and something you should do anyway) is to Select All Vertices (ensure "Backfacing" is "Off") and Weld all your close vertices together. The distance is controlled at the Weld/Selected spinner. I often weld a distance of between 0.01 and 0.05, but the smallest distance the sim will recognize two Vertices is 0.005... When working on a detailed part of my airplane (such as the Virtual Cockpit) I use this distance.


Some notes on Smoothing Groups

NOTE: For more (and better) information on Smoothing Groups, see Finn Newick's video-tutorials at gMax Domination.

Up until this point, my wing is still part of my fuselage. I could have detached it earlier, but just didn't get around to it until now. Basically, we've going to select the polygons we want to be in the wing, then hit Detach. However (of course), it's a little more complicated than that.

Auto Smooth Auto Smooth: The problem becomes one of "Smoothing". Let's take a look at it. Select all the polygons (ensure "Backfacing" is "Off") and then under "Surface Properties" click the Auto Smooth button. You'll see your object change it's smoothness. You can clear all smoothing in your selected polygons with Clear All and you can adjust the Auto Smooth Spinner until you have something close to what you want (don't worry, it won't be perfect. You'll fix it later).

Select by Smoothing Group Select by Smoothing Group: You'll see after you've played with Auto Smooth that some edges are smooth while others are sharp depending on the amount in the Auto Smooth Spinner. This is because some polygons are in one smoothing group and others are in another. You can select each of the Smoothing groups by using the Select by SG button. You can add polygons to multiple Smoothing Groups by selecting the polygon then clicking on the numbered box of the group you want to add to. This will blend the polies from one smoothing group into the next (we'll use this technique below when we smooth the leading edge of the wing).

Note: If you want to look at your work without the polygon edges, simply Hit F4. The long way to do this is to Right Click on the Viewport Name in the top left corner of the viewport (i.e., "Perspective") and unclick Edged Faces.


Detaching the Wing

Our problem now is that when detach the wing, we'll loose the continuity between one smoothing group and another. To get around this we'll do something we really don't want to do: Add Polygons.

Detaching the Wing

However, before we do that, let's experiment a little. The Me334 has a very pronounced wing fillet that runs smoothly from the wing into the fuselage. I'm going to detach the wing at a few different places on the fillet and see how it looks. To do this: From poly mode select the wing polygons (with Backfacing "Off") and click on the Detach button. Take a good look, then try detaching the wing at a different place and see the results.

Even better than detaching the wing is to place all the polygons you want in the "new" object in their own Smoothing Group (see Some notes on Smoothing Groups). This way you can make small adjustments on either side of the "proposed break" to see what works best.

Slice Plane You can see by my screenshot I found the best place to detach my wing at along the underside. However, even though I was lucky enough to find a smooth place to detach on the underside, I still have an obvious break on the top (not shown). My only recourse is to add new edges to detach at (using either Slice Plane or Edge/Cut until I find a place that results in a smooth break. I can also go back and adjust the vertices to either side of the break to try and get a smooth flow between the wing and the fuselage.

Slice Plane is the method I used to detach the top side of my wing. You can see here that I was able to detach without much of a break showing by slicing a new "cross section" between two existing "cross sections". Remember this technique. We'll use it again later when we Break the Aircraft into Groups in Chapter 8.

Smoothing Wing Smoothing Wing: Now that the wing is detached, I've selected all the polygons, then tried several different number in the Auto Smooth Spinner, finally settling on "33". Now I'll use the Select by SG button to choose the polygons on the underside, and then I'll select Only the first polygons on the upper side of the leading edge, and then add them to the current Smoothing Group by clicking on that number. This way I have a smooth leading edge and a sharp trailing edge to the wing.


Cutting out the Control Surfaces

Cutting Control Surfaces Cutting out your control surfaces is actually pretty easy. We'll do this with Edge/CutI find it easiest to use Snap/Edge to make sure I'm selecting the edges I want. In the top view I've simply traced the fontrol surface of

Adjusting Vertices Adjusting Vertices: If you need to adjust some of the vertices you've created the best way to do this is again using Snap/Edge to move the vertex along one of the new edges. You can "slide" the vertex up and down along the edge as long as your edge is highlighted by the 3d snap.

Now repeat the process of cutting your edges out on the underside of the wing, ensuring you have everything line up. To assist ensuring the control surface lines up along the trailing edge you can use Snap/Vertex. This will snap to the vertex you made on the top.

Detaching Detaching the Control Surfaces is as simple as selecting the polygon and then clicking on Detach. You can repeat this command to separate the Aileron from the trim flap and the landing flap. However, in this case--since all three share the same hinge point--I'm going to seep them together a little longer.

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Making the Control Surfaces

Adding Round Fore Now we need to make the rounded edge of the Control Surfaces. For this I'm going Hide the wing, then I'll make a eight sided Cylinder and align it along the forward edge of my control surfaces. I've found it easiest to use Local Reference while moving, rotating, and scaling. You'll note I'm only using one (1) height segment in this Cylinder. That's because I'll need to Slice Plane to match the control surfaces later on.

Slice Plane Once you have the Cylinder in position you can either use a Taper Modifier or convert it to Editable Poly to taper it to the control surfaces. I used Editable Poly then used Slice Plane to cut the cylinder to match each of the control surfaces. You'll see I left some overlap on either end that I'll delete. Next I matched the cylinder to the control surface by using Snap Vertex to Move the vertices on the cylinder to touch those on the control surfaces.

Before Attaching Once this is done you can Poly/Detach the cylinder apart and Attach each part to the matching control surface, and we'll add a new set of polys on each end to complete them. You may have to be a little creative to make the tip of the aileron so it matches the wingtip.

End Poly For smoothing groups I left the top of the control surfaces in group 1 and the bottom in group 2 (just like my wings) and placed the round fore part (from the cylinder) into group 3.

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Animating the Control SurfacesMove/Rotate Pivot Point

Rotation Animation: Animation of the Control Surfaces in gMax using Stock Animation Names for Rotation Animation very simple (see the readme in the SDK). All we have to do is name the part correctly (l_aileron, l_flap, r_elevator, l_elevon, rudder, etc.) and ensure the pivot center is correctly placed (see Moving, Hiding, and Pivot Point in Chapter 4). The part will rotate in the sim around this pivot point. If for some reason you need your object to do something different (i.e., your aircraft has "fowler flaps) you will need to use a Keyframe Animation covered in Animating the Landing Gear.


Other Details and Linking Objects

Leading edge slats The Me163 (which used this wing) also had permenant slats on the leading edge of the wing. I was able to add these by using Edge/Cut and then extruding the new polygon "down", then welding the verticies on the trailing side back to the wing. Wing Subtree

I did the same think to the leading edge of the lower side of the wing.

Linking Objects: At this point we're about done with the wing (other than cutting out the landing gear bays) so this would be a good time to Link the wing objects together: See Some Notes on Part Hierarchy for instruction on how to do this.

A screenshot of my current subtree is at the right.


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