View Full Version : spline problem
Robbert 03-01-2002, 09:03 PM I am making a head with spline modelling and I have a problem with the eyelids
here is a screenshot of the eye>>>
http://www.vi2.com/maxForumFiles/2_1_2002/eyeproblem
as you can see the surface mesh don't follow the spline line for some reason.
Does someone know how to resolf this problem?
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igor_BSC
03-02-2002, 03:21 AM
I never concentrated on spline modelling but your problem reminds me very much of the problems i had when following a splinebased headmodelling tutorial. There might be an easier solution but if not you might have to convert the vertices to beziers and adjust the handles. This can be very tricky. However, i must say i never ended up with a situation as weird as this. Looks really strange.
pluMmet
03-02-2002, 05:29 AM
I've never had that problem but I have a couple of suggestions.
1. select all the lover eye lid verts and change the smooth type in the quad- try all the smooth typs to see what happens.
2. change the iteration on meshsmooth and the ?steps? or whatever that other paramater is in meshsmooth.
g/l and let us know what happened.
'sTiLl tRyinG to pluMmet to ThE COre.'
toonman
03-02-2002, 07:15 AM
Looks like the tangents on those vertices are pointing the wrong way. Check vertex by vertex to see where are the offending ones... you should see the tangents on some of them pointing on a very screwy way... cheers!
Robbert
03-02-2002, 02:17 PM
If i change all the verticles to smooth, than i get the same result
And if i change the surface steps, than i get the same result to :(
I checked all the verticles and nothing seems to me wrong
I remaked the whole eye and i get the same as i had before :(
Here is a screenshot of the see-through version of the mesh:
http://www.vi2.com/maxForumFiles/2_2_2002/eyeproblem1.jpg
I thingk that the 2 splines on the lower eyelid are to close or something?
jason-slab
03-02-2002, 02:51 PM
have u made sure your vertices are fused or close enough
check that your threshold is not to high on the surface modifier
Robbert
03-02-2002, 02:56 PM
thresshold of my surface is 1.0
Reality3D
03-02-2002, 06:44 PM
Maybe that is high enough with the units of your scene. Downto 0.1 or something and check if the eyelids get better or worse. If get better, check the other patches of the head(if they have changed since de the 1.0 downto 0.1). I would fuse al the vertices together and not only get them close enough
Hope this helps
SuperPuff
03-06-2002, 12:08 AM
The problem is actually fairly simple. In your surface tools you have a threshold option. This ultimately should be set on about 0.5. When you set it too high it pulls like it does on your model. The problem is that if you reduce the number you are going to develop some holes in the mesh! You will have to add more vertices and refine the mesh in the areas where there are holes.
I hope this helps :D
Robbert
03-06-2002, 06:55 PM
Thank you all guy's, i have resolved the problem ;)
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