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View Full Version : welding splines problem


nazz78
02-26-2002, 08:57 PM
hey!

i am quite new to max and i have a problem i cant solve... i am trying to create simple mesh, but starting with splines and then converting them to mesh. i am working from tutorial on:
http://www.comet-cartoons.com/toons/3ddocs/facialmodeling/modeling.html
when i create splines wire i cant weld vertexes together. why is that? i activeted 3d snap toggle and raised area but nothing helps. i first created one spline and aded others in sub object mode, so it s actually one spline only.... tried several times but nohing helps. so because they are not connected when i try to use CrossSection modifier everything is wrong:( not to talk what happens when i apply surface modifier over that....

i know that s possible to create things like this from mesh, but i want to learn this way...

thanx in advance,
nazz78, slovenia

Gilgamesh
02-26-2002, 10:36 PM
I don't know if you can weld the vertices of two different splines. But if they are snapped to the same position, the surface modifier should work, right?

Joel Hooks
02-26-2002, 11:29 PM
You can no longer weld vertices of seperate splines, but you can surely snap them together to great surfaces.

Did you try it with a simple object, as opposed to the head tutorial?

I don't know why you are using cross-section? You should try not using that and just using surface instead.

Personally I would suggest using polygons.

Ls3D
02-27-2002, 02:09 AM
Attach all the splines, fuse not weld verticies (unless closing spline). Pay attention to vertex order. Clone from a base spline and reshape / refine cross sections as you go. 3D vertex snap to draw lines between sections skipping the cross section modifier and taking more control of your model. See max help for the basic rules of spline cage modeling and make sure you understand the concepts before spending too much time on your first models.

Also when Lowdown suggest using polygons, I think it is safe to say he is reffering to a subdivision modeling technique where you work a relatively simple mesh object with a meshsmooth modifer above it. Show end result at the mesh level enables realtime modeling and He is right, it is a more intuitive approach.

Here is a great link to the concept as done in lightwave:

http://www.flay.com/text/tutorial/humanbodyratner/flay_headsubdiv1.htm

Here great max tut:
http://www.trinisica.com/sub_learn_tutorial.asp?lv=3&mode=2&show=polymodeling


I learned spline cage first, then subdivision/poly methods, now I actually combine both techniques and patch editing on a single model.

-Shea
www.Ls3D.com

Joel Hooks
02-27-2002, 02:23 AM
Yes, Shea is correct, i acctually meant editable Polys with the Meshtools helper scripts and such. It is much less grief. For a human head anyway.

I guess no matter which way you go it ends up as polygons :)

nazz78
02-27-2002, 02:58 AM
oke guys you re GREAT! shall try try it tommorow, hope it works oke....

thanx again,
nejc

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