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RPG2006
10-27-2002, 03:48 PM
Dear Peeps,

As a previously staunch LW user, I am now broadening my horizons into Max, specifically Max 5.0 and modeling, and more specific than that poly modeling.

My question regards cutting in detail to my poly models in Max.

There appears to be two methods for this in Max, slice plane, which I think is a little cumbersome for organic modeling and cut which is certainly my choice for now. (let’s forget boolean for now)

However what I’m looking for is a plug-in, and my question is are there any for performing cuts along a band of polys in Max?

To elaborate, in LW I can select a poly and with the bandsaw function cut a line following a contour or band from that poly slicing neatly down the middle or where indeed I choose. Is this clear enough? I don’t know. Picture an S shape made out of one singular row of quad polys. Select the first, and bandsaw will cut all the way down the middle from beginning to end forming a row of adjacent quads. Previous to this I had to use the knife tool or boolean and weld the mess left after, a somewhat painful and time consuming exercise.

Sorry for the longwinded question, but can anyone tell me is there anything similar for Max? Your help is much appreciated. I’ve noticed that Maya doesn’t seem to have this function either.

Thanks ahead

Russell

Ps. There is also a plug in called plane belt optimizer which does the opposite. Select two adjacent quads and it will follow that contour reducing it to a singular band. Nifty for optimizing models.

RPG2006
10-27-2002, 08:17 PM
Right, for anyone interested I have managed to locate the answer to my own question and it's all good.

The answer is Meshtools 2.5 and it is incorporated into Joseph's spot on Alien head modeling tutorial (he provides a link to the download for this plug-in)

After installing the plug-in you will find the tools in the sub object edge modifier and they are called loop and ring. basically select an edge, hit ring and then the connect button, you can then divide up your band as many times as you like.

Joseph incorporates this into his Alien head modeling tutorial, and explains how it's a damn site faster than divide or cut.

If it's new to you, I recommend checking out the tutorial http://www.3dtotal.com/ffa/tutorials/max/making_sebulba/making_sebulba01.asp

Thanks Joseph

ps. The equivalent of plane belt optimizer is select edge, hit loop and the remove button.

pps. If I'm being a dumbass and these already were incorporated into Max 5.0, my apologies. As I have explained it's all new to me.:) :)

yoni-cohen
10-28-2002, 01:48 AM
meshtools3 have few usefull tools to add like divide 1,2,3..

max 5 has a brand new mirai style engine that was inspired by meshtools and the operation you asked for can be easily done>
select an edge in the s shape that is facing in 90 degrees of the s slope the ring edge and press alt+r for ring selection.
now press ctrl+shift+e for connect.

you can open up the connect editor and use more then one loop and you could also press shift+x to slide the loop around!

RPG2006
10-28-2002, 02:41 AM
Thank you, dumbass is very grateful:surprised

RPG2006
10-28-2002, 04:07 AM
Thank you for clarifying things yoni-cohen and the addition of the quick keys refs and the edge constraints function.

Basically your explanation is the same as mine, but what I hadn't realised was that these functions were indeed already incorporated. ie no need for me to install meshtools 2.5

Cheers

;)

RPG2006
10-28-2002, 04:10 AM
By the way, why the triangulations after using the numeric requester for connect? Anyway to switch this off, other than hitting undo after?

little
10-28-2002, 07:29 AM
meshtools is still a good tool to have but not 2.5 use 3 if you have max 5 its on the second cd he took out everything that was in max 5 already

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