

I began by selecting the top-centre and bottom section of the box as shown here and pulled them outwards along the 'y' axis

This area was to be the main ironing square that Si would be using for his shirt
Another advantage of using this view means that the user can maintain immediate accuracy in the modification of any objects and keep all lines symmetrical and in position


Therefore, by selecting the edge that ran along the inside strut one side of the 'board, I was able to pull the edge along 'y' towards its opposing edge on the other side of the object, keeping it flat as possible



The process was once again repeated onto the other extruded part at the end of the 'board. I wanted to make sure that this object would accept not only a 'UVW Map' as a texture later on, but could also not affect any problems when using the 'Reactor' tool (I found this would be case - shown further down this post!)

I admit that I just wanted to move onto the next part of the procedure, but the angled section in the image shown on the left unfortunately was to happen anyway...

The iron - by creating a pyramid and applying the 'lattice' tool, I was sure that I could create a decent space-age instrument for Si to sue in this second Ident
As with the 'board, looking at the object in the 'top' view affords me a chance to adjust vertices which I just couldn't get a hold of or risk altering wrongly in the 'perspective' view

I had applied, through the 'lattice' menu, the 'Smooth_Edges' modifier to give the iron the form seen here
From the 'top' view, the stretched out the dozen or so vertices at the apex of the pyramid were to create a makeshift handle for Si to hold onto - all that was needed was to rotate the iron to lie flat on the 'boards surface



Applying a 'cloth' modifier, the shirt only needed to be positioned into the surface of the ironing board for me to get a idea of how it would appear during the rendering stage.
I retained the default settings set by Max for the 'cloth' mod. to see how the shirt would act initially.

, the shirt now with the 'rector_Cloth' modifier
But, with the first tests, I found that Max would continuously say that the 'board and the shirt were 'interrupting' each others 'paths'
In other words, the surface that I had created for the ironing board may not be suitable!


The image shows the 'plane' that I placed onto the 'boards surface, colour-coded to blend in and, almost without any thought of my own, it actually managed to cover up some slight discrepancies in the joins when the edges were pulled together earlier
I also made sure that the 'plane' had enough width and height segments for the shirt_cloth to blend over when rendered

I made a few final changes to the cloth settings: mass set at 5.0 kg, friction at 1, relative density at 2 and air resistance set at 0.1
This time round, the Reactors 'Real_Time_Preview' generated a scenario where the shirt was to actually fold and crease when of the 'boards surface in a realistic manner - it also actually held there and didn't fall off, even with no other 'rigid_body' holding it
down!

I went to the 'Rigid_Body_Properties' menu and applied a mass greater than that of the shirt for the iron, with no friction or elasticity either (all it would do would be to crease and fold the shirt as before)^

Just as a small side note, I may in fact be altering the eventual displaying location of the Sci-Fi logo in this scene - I may in fact just have it displayed on the shirt and, as the camera moves in closer, Si will move the iron away to place it down and the camera will move over and arc downwards to show the logo as the final shot...this is only what I could propose if the logo-on-the-bottom-of-the-iron doesn't work out!
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