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sebek27
11-07-2002, 01:08 PM
I was wondering if there is any way to delete part of an object without making a hole through the whole object? If I select the piece as shown in the image "box" and delete the section, you can see that it makes a hole image "box2". I though there is some way of deleting where it will just delete the small box and not put a hole in the whole object to see through it. I don't want to see through the box just delete part of it for example like biting an apple, you don't see everything inside it, just the piece is gone. Hope someone can help me with this. I am using Cinema 4D XL 7.2 thanx
box

mwa
11-07-2002, 01:18 PM
You could do it with booleans. Or if you do it like you've done now you can use bridge tool to fix the hole, but you will have to make a new point in the newly made corner(just copy one on the edge and move into place) use stucture menu to copy just the point.
--Magnus--

Cannon454
11-07-2002, 01:21 PM
This is also a problem I ran across when I first started doing 3d. The issue is that Cinema is not a solid modeling program. There are several ways around this. The easiest would be to boolean the correct shape out of the cube. However, the mesh created from a boolean can be very ugly. But if it's a simple project then it may not be a problem.

Drive on Driver :bounce:

astrofish
11-07-2002, 01:25 PM
Or, you can move the vertices that are on the surface. For the example picture that you gave, you could just move the corner vertex inside the box, rather than deleting the faces.

The most general way of doing it is (as was suggested) to use booleans. The problem with booleans is that you can quickly end up with a very messy mesh.

Claudio72
11-09-2002, 08:59 PM
I always use the bridge to build the new poligons

Per-Anders
11-09-2002, 09:29 PM
i've always had a problem with the bridge tool... it builds tri's only from what i can tell in points mode, ignoring selections, and often creates degenerate polys, so i seem to end up with a messy cage using it and have to go around deleting polys that share physical space, and always having to re-align polys before using other modelling tools. maybe someone can post a simple how to use the bridge tool in a clean and efficient way for polygon creation tutorial (as all the manual seems to say is "this tool is like the polygon tool when used in points mode").

Claudio72
11-09-2002, 09:53 PM
you're right master!! I use the "CREATE POLYGON" tool not the bridge one......
http://www.crosio.com/images/get2.jpg

pit
11-10-2002, 12:32 PM
@mdme_ sadie: how come youīre having trouble with the bridgetool? Itīll only triangulate if you choose 3 points. Itīs faster than the create poly tool.
Have a look at the attached screen shot: click with the bridge tool at point 1 clickdrag to 2 - these points will "highlight" (be colored orange) -> click 3 -> clickdrag to 4 and so forth.
Bunk tip for bridge tool:
http://www.cgtalk.com/showthread.php?s=&threadid=12977

cheers

Per-Anders
11-10-2002, 03:48 PM
ah, thankyou :) it was the click dragging for teh second set of points that i was missing out on.

now is there any way to make it produce polys with their normals the other way out (so that edge functions work correctly? etc) other than either manually aligning each one, or using the autoalign function before doing any other modelling?

AdamT
11-10-2002, 04:39 PM
The normal direction depends on the direction you click and drag. In other words, click and drag from the inside to the outside rather than v.v. I'm sure there's a way to predict which way will result in normal-out, but it seems I always have to figure it out by trial-and-error.

Per-Anders
11-10-2002, 06:12 PM
hmm... yes, oh well, drag updwards to create a normal facing outwards... (or drag leftwards), kinda wish it was the other way around... when in poly mode (i can understand why it would be this way in poly mode as it's creating a bridge of polys betwen polys, and you want the polys in a tube to face inwards normally (although really you want the polys to always mantain flow, so i wouldn't have htought it would have been too much toruble for the bods at maxon to make it a slightly intelligent tool, so that if you bridge between two surfaces on seperate objects the normals face outwards, bu if you bridge through an object the normals face inwards (like a tube) or at least they nrnmals match those of the polys around them in terms of which side they facec. anyhow, thanks, i'll try to use the bridge a bit more, as it seems faster than the poly tool for this stuff. :)

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