View Full Version : SubD's Selection
Mikkel Jans 07-20-2002, 01:55 PM When i'm in SubD Polygon mode Maya creates 3 Nodes:
subdivSphere1ShapeHistPoly - The Polygon Mesh
subdivSphere1Shape - The SubD Mesh
subdivSphere1 - The Transform Node.
When selection the Transform Node Maya Select both the Polygon And the SubD Mesh.
Is it possible to only select the Polygon Mesh?.
And also if you delete the History on the Transform Node in Polygon Mode the Polygon Mesh no longer control the SubD Mesh.
I have found that working with only the Polygon Mesh is alot better and Maya doesn't seem to make any of the Slow bugs.
And if you go from Standard to Poly Mode it creates alot of Blind Data Nodes which only slows it down.
And the problem is that i can't select the Polygon Mesh without useing the Hypergraph. I wan't Maya to select the Polygon Mesh when i select the model somehow.
i relly don't understand why Alias have created the SubD like this.
They would be alot better if they worked like CPS but only had a SubD mesh instead of a polygon Proxy mesh.
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It is possible to select just the polygon mesh without using the Hypergraph. With the top node selected, press the down arrow key to select the subdivision surface, then press left or right to select the polygon proxy.
Here's a whole bunch of things you can do while working with subdivisions.
You can go into the Hypergraph, select all the blind data nodes and delete them.
If you break the connection between your subdivision surface and your polygon proxy, you can delete the subdivision surface and recreate it from the proxy.
If you break the connection, and your subdivsion surface has edits on the sublevels, you can delete the polygon proxy, select the subdivision surface and go to polygon mode to build a new polygon proxy.
I like Subdivisions much better than CPS. You just need to work within your computer's limits. For instance, I know that on my computer my Polygon Proxy can get up to about 700 quads before it becomes too slow to work with. 700 faces is plenty of geometry, you can add all the detail in lowere levels. You can also display edges on your subdivision surface while moving vertecies to make it look like polygon poxy mode. I find it easier to work with the edges displayed.
Mikkel Jans
07-20-2002, 04:56 PM
I like SubD becouse it is fast compere to how smooth it is.
But sometimes the SubD just gets slow for no reason.
And deleting the BlindData nodes doesen't help everytime.
And the workflow is not very handy. Everytime it gets slow i have to go in to the Hypergraph and delete the nodes.. And every time i want to select the surface i have to click on the keybord.
Smoothness isen't more impotent then workflow i think.
SubD would be great if all the errors were fixed.
underdog
07-20-2002, 06:21 PM
It's only slow in poly-proxy mode though. Once you have your base, rough mesh, you really spend very little time in proxy mode(least I do anyway). For me maya subD has a different workflow than working in cps, or with just poly and smooth when done.
I think more people just need to adjust there workflow when working with maya subD. When I work with polygons and smoothing, all your detail goes into the base mesh. In the end you end up with a fairly heavy mesh, which will be very slow in mayas subD's. When I work with subd's though, my base mesh rarely goes above a few hundred polys, just enough to set up the proper masses and basic edgeloops. All the detail goes into higher level edits.
I do agree there are a few annoyances with maya's subD though, and hopefully they will be ironed out in future releases. But it's not that bad really, just takes some adjusting.
Just remember, if your putting all your detail on the base mesh, and not making full use of the higher level edits, why are you using maya's subD at all?
Ckerr812
07-20-2002, 06:58 PM
I always just delete my blind nodes which store the Higharcherial (spelt that wrong) edits, whcih speeds up maya considerabley. If you want to keep these nodes, the great thing about maya is you can break the connection and or re attach them later for animation giving un presidented detail over CPS or other packages.
Also you said you can't get to the poly proxy accept for the Hypergraph which is not trye at all. Just select the object, and then press the down arrow and to the side :P Modelling in maya I think personally is the most powerful tool out there if you know how to use it right IMHO.
Cheers,
wrend
07-22-2002, 02:12 PM
stick the subD on a separate transform under orig parent, and reference it ? not entirely sure why you might want to do this tho?
selecting the transform doesnt select the shape nodes (tho last shape under transform is active one in channelBox). RMB context (and Comp mode) recognises whether the subD is being fed by a poly, and presents the poly components for selctn ..which, once selected, selects the polyShape node...and when returning to Obj mode leaves it selected, so you go on w your poly session from there, doing del history and other polyMesh tasks w the node.
...not sure if this is anything new to ya, perhaps if you explain a little more on what it is your trying to achieve/avert.
cheers.
AroundTheFur
07-25-2002, 12:57 AM
while were talkin about subds since im new to maya, more used to max, max has a thing kinda liek the proxy where u can add a meshsmooth modifier to the stack, go back to the edit poly and hit the view end result button, so u see the cage and the final mesh. with maya ive noticed when smooth shade is on its figgin hard to tell whats goin on. is there something u guys do to make it clearer, so i can see the cage and the smoothed mesh and work with them both. usualy i just edit in wireframe mode but that gets annoying too. if you dont know what i mean, its like the cage goes through the smoothed mesh, so i cant see whats what. i dunno, thanks in advance. :buttrock:
CitizenVertex
07-25-2002, 02:41 AM
You have a few options, you can use th CPS script, you can use polygon proxy mode, or you can disply your edges while in standard mode.
AroundTheFur
07-25-2002, 02:22 PM
CPS Script?
CPS (http://dirk-bialluch.mayaring.com/mel/html/connectPolyShape.shtml) is like a subdiv emulator, try it out, it's cool.
And regarding the wireframe situation, you can have wireframes on shaded meshes (Like CitizenVertex said) by going to the "Shading" menu in the panel of the view you're using (perspective?) and then choose from "Shade options" the setting "Show wireframe on shaded".
And to make the wireframe views a bit more understandable, you can turn on backface culling, by going to "Display" menu, then "Component display" and choose "Backfaces" and voila!
AroundTheFur
07-26-2002, 05:54 PM
these things are so easy, from now on im just gonna look around before posting here, i feel dumb. :wip:
AroundTheFur
07-26-2002, 06:01 PM
ok well one more :) - how do i add options such as lets say the custom polygon display to the shelf(i guess its called?)
hold shift and control, and klick in the menu on a command, it will create an icon in your actual shelv. if you doubleklick this icon you get the options of this command
is this what you mean?
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