View Full Version : something like FFD for maya ?
JuRrAsStOiL 02-26-2002, 12:47 AM hi,
I'm currently modelling my first car with
maya and box-modelling. 3ds max got a
cool modifier called "FFD" FreeFormDeformation.
Is there something similar available in
maya? Sorry i'm still learning this kickass
program :)
Big Thanks in advance
And BTW: What the hell is this:
http://www.multimania.com/xspect/temp/wtf.jpg
This happens to my mesh after Polygons->
Smooth with 2 Subdivision levels.
I merged all vertices... plz help a stupid
imbecile :( :o
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ozgunzumrut
02-26-2002, 01:18 AM
for (ffd )
ffd means lattice
select your car => deform => create lattice (option box)
this is the ffd for maya hehe (same thing in max)
for smooth result :
your model's topology is wrong
you must reduce or cleanup it. (polygons-reduce or cleanup)
but i think use nurbs for that
or polygons (from a tesselated cube)
Similar operator to the FFD is the Lattice in Maya.
Select the object then apply the lattice.
TIP:
That meshsmooth thing. Isnt really the way maya likes to work. try using the sub-d cube and extruding a basic shape then detailing, or build from nurbs cv cage, or if you need to use polys to begin with try modeling close to the real shape and using the normals> edge smooth\hard options under poly options.
In the polygons menu, at the bottom there is this little pop out that says tool options, go there and make sure you have keep new faces together checked.
JuRrAsStOiL
02-26-2002, 02:10 AM
wow! I'm overwhelmed.
Never thought that help could be that
fast :D. I think you'll need a kind of
driving license for your answer :)...
ok, enough *puts-the-honey-away*
The lattice thing works just great.
But this thing with the cleanup... huhm...
It doesn't work for me :( I checked
keep new faces together but it didn't
work, than I set the Continuity (right?)
to 0. than it worked. But the shape is
not really "smooth". In 3ds max this
mehtod worked great for me and so
i wanted to try it in maya.
Here is what I messed up with max:
http://www.multimania.com/xspect/temp/3dsmax_tt.jpg
kinda unfinished :D
Keep new faces together will work on poly's you create after you checked it. So you pretty much have to start over, or just undo back to the point before you began any extrusions.
JuRrAsStOiL
02-26-2002, 02:58 AM
*starts-crying*
but there is one good thing about it :)
I'll never do the same mistake again.
From every little mistake you learn
something and that is the real hard
thing about learning :D
Thanks guys, you helped me a lot http://www.cgtalk.com/images/icons/icon14.gif
Now I know why this forum is so
well-known and growing every
day.
3L3CTRO9!9
02-27-2002, 05:52 PM
You won't have to start over if you had history on and you haven't deleted history yet. Just select all your extrude nodes in the channel box and turn on their keepFacesTogether attributes on.
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