View Full Version : Bend deformation
06-17-2004, 05:17 PM
What i need is make that grille cave in right in the middle, while the red outline (which i cut with a cut tool) has to be flat (look at the ref. image).
Is there a way to get what i want ?
Thanks for your help.
You could use Proportional modeling. Select the points in the middle and then right click on the Prop button and adjust the distance limit so it dosn't affect the outter ring. Then just translate in Z and your done.
06-17-2004, 06:31 PM
nah, but i want the whole thing to cave in smoothly. Is there a way ? Can someone give me a detailed procedure ?
06-17-2004, 06:33 PM
06-17-2004, 06:33 PM
06-17-2004, 07:44 PM
Well, in general, select all the points except for the border points before applying the deformer and it will only affect those points (creating a cluster in the process).
It's tough to say what would be the best deformer to use since the shape is somewhat irregular. Perhaps build a very low rez version and use it as a cage deformer.
And pulling points proportionately will give you a smooth result - adjust the profile curve if need be.
06-17-2004, 08:20 PM
I'm not sure i'll be able to pull it off, but i got another question to ask:
Why does XSI keep minimizing every time i open a file, or every time i save a file ??? It minimizes even when i use some tool on a heavy object. WHY????
06-17-2004, 08:35 PM
that was brought up on the list some time ago, do a search in the archives.
it's a windows issue not really XSI's, but very few manage to achieve it, congrats for having made it to that small elite Shaddix :)
06-17-2004, 09:49 PM
Hah, thanks, but, could u, please, be more specific there? If you know where the topic is, then why not just simply link me? I tried searching and didnt succeed. At least tell me what key word i should use. Ccmon, bro!
06-18-2004, 11:06 AM
I'm not teasing you mate :)
I said "the list", the softimage mailing list, not cgtalk, frankly wouldn't remember what the topic was but I clearly remember it dealt with the same bug and somebody found a solution.
have a nice digging :)
For your original prob, I'd use proportinal modeling as well, but instead of pulling points from the middle of your object, I'd pull the points of the whole outer rim.
This will give you exactly the falloff shape that you're looking for, and since the rim won't change it's shape by that procedure, you'll be able to easily snap the object back to where it was before.
Alternatively, you can adjust the prop profile in a way so that it's at 0 for a distance of 0 (usually it's at 1 there), and rising from there - this way the selected points won't move at all when "moving" them --- no need to snap anything back afterwards
Hope I could make myself clear:eek:
01-18-2006, 12:00 PM
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