View Full Version : Local Extrude Edge translate Y bug !
smoluck 08-02-2006, 09:14 AM Hy
I'm getting some bug when I want to extrude a loop of edge by using there hown normal ( Local translate Y ). I can't fix the flipped extrusion either if I reset my object normals.
How I can fix that ! I want a fine Regular Red edge loop like in that Screenshot.
I've veriffied my Face normals and doesn't find anything.
http://skeeter.mot.free.fr/cgtalkupload/ExtrudeLocalYBug/Extrude.gif
thanks in advance :wavey:
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smoluck
08-02-2006, 09:43 AM
I do a little tweak to bypass that problems, but It can be usefull to know how using the Extrude Edge Local translate because I've got a tweaks for that type of problem, but It can be very difficult to fix in another condition.
that's for Road modeling so I've not complex shape curves , topology. So I dicided to Select the Exterior loop of my shape by using Selection / Select continuous edges.
Extrude edge with Global Translate Y up by X value.
grow and convert selection to face.
Extrude Face by using a local Translate Z with a value of 3.5 Metre (in my case)
Delete that new bunch of face , and delete the garbage face shell up.
Now That's good. But it's an exception because I can do an Extrude edge Global Y up. In another condition, I couldn't fix that Extrude Edge Local Translate (Flipped bug) error.
do you know how to fix that tool bug ?
http://skeeter.mot.free.fr/cgtalkupload/ExtrudeLocalYBug/ExtrudeTweak.gif
// BorderLine Road Extrusion V 3.5 Metre//
polySelectConstraint -type 0x8000 -propagate 4 -m2a 30 -m3a 90;
polyExtrudeEdge -ch 1 -kft 1 -pvx 0 -pvy 0 -pvz 0 -tx 0 -ty 3.5 -tz 0 -rx 0 -ry 0 -rz 0 -sx 1 -sy 1 -sz 1 -ran 0 -divisions 1 -twist 0 -taper 1 -ltz 0 -ws 0 -ltx 0 -lty 0 -lrx 0 -lry 0 -lrz 0 -lsx 1 -lsy 1 -lsz 1 -ldx 1 -ldy 0 -ldz 0 -sma 30;
GrowPolygonSelectionRegion;
ConvertSelectionToFaces;
polyExtrudeFacet -ch 1 -kft 1 -pvx 0 -pvy 0 -pvz 0 -tx 0 -ty 0 -tz 0 -rx 0 -ry 0 -rz 0 -sx 1 -sy 1 -sz 1 -ran 0 -divisions 1 -twist 0 -taper 1 -off 0 -ltz -3.5 -ws 0 -ltx 0 -lty 0 -lrx 0 -lry 0 -lrz 0 -lsx 1 -lsy 1 -lsz 1 -ldx 1 -ldy 0 -ldz 0 -w 0 -gx 0 -gy -1 -gz 0 -att 0 -mx 0 -my 0 -mz 0 -sma 30;
doDelete;
The Only Problem With My tweaks was that; when you do a standar extrude edge (in local when it works ^^) your new created faces as good squared UV's, But In my tweaks that face are created by an extrude edge so there UV's are Flat and in line :sad:. So I need to have some more work on UV because I know that the Normalize UV's will do many rotated UV's as I won't.
So I need to Select borderline Edge (select continuous edge), convert selection to Uv's, and apply a polyEditUV -u 0 -v 1; to move up these UV's and Correct that problem:thumbsup:
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08-02-2006, 09:43 AM
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