View Full Version : NURBS problem
mabuffaloe 02-01-2003, 03:26 PM hi guys, I've been trying to build a radio with NURBS and I can't get the top part to close off. I tried using planar which seems to work just fine in the command line, but no change whatsoever in the viewport. The body of the radio was lofted from 2 cv curves. I tried using the top isoparm to create the planar surface, and i tried using the top cv curve... both had the same result. Anyone know what may be happening here?
EDIT: ok, i got it to work, but i have no idea why this worked: i changed the isoparm value of the invisible planar surface from 12.981 to 30 and that did nothing so i typed in 12.981 again and when i pressed enter, the planar surface appeared. Can anyone help me figure out why this happened?
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dwalden74
02-01-2003, 03:29 PM
hmm, not sure. Try rebuilding the srf (or deleting history?) and try again. Planar should work no problem in this case. Maybe you could post the scene file?
:beer:
David
mabuffaloe
02-01-2003, 03:34 PM
i tried to rebuild the surface earlier, but couldn't get the settings correct so that the surface stayed intact... I just added extra horizontal isoparms later. I didn't delete the history though... I should have tried that
noktUp
02-01-2003, 09:11 PM
Yes select all surfaces and delete all by type> history.
there is also a way to detatch curve os surface. try that with the upper most isoparm, then use that to make the planner surface, rebuilding shoud be reserved for texturing issues( sloppy non-uniform UV coordinates) or crazy surface issues.
hope it werks!
(noktUp(teenSlut))
mabuffaloe
02-01-2003, 11:16 PM
ok, i'll post the scene file to see if you guys can figure this out... like i said in the edit above, I got it to work, i just have no idea why that worked. it seemed like it should have worked the first time... I can't figure it out! weird.... The scene file is before I got the planar command to work, so that maybe someone can tell me how my geometry is wrong.
the scene file can be viewed at:
www.mindspring.com/~mabuffaloe/nurbsradio.mb
wrend
02-02-2003, 01:14 PM
hey,
trims are scitzo-failuable entities - at least in maya (other apps, apparently, handle them a lot better, esp engineery ones). they're very sensative to spatial tolerance.
you can play around w your tolerance after the creatn event to see if it pops back, but it may be hard to find the sweet spot, so alternatively you might alter the object just a touch, such that they come into range. eg., w your radio surface you might scale it, or translate it, even if just by a fractn ....like even by a quadrillionth of a unit - i kid you not : try bumping your surface in translate Y by 1e-015 (use setAttr) , and she should pop (w a default pos tol of .01). [thought maya onyl did to 13 decimal accuracy, arkwell].
so, if you had droped your crv for that loft a quadrillionth of a unit higher, i probably wouldnt be writting this now. [BTW, that loft is doubled back on itself, hard notice as it deg 1 in that dimension]. so imagine animating w trims when their dependencies still exist, and then imagine that their tesselation continually adapts and popples all over the joint. they can be fuggin handy, trimming time off certain tasks (intended), but they're a bit of a use-w-caution.
-c.
edit - just noticed your on XP os (or is that apple?) ... so that number might not be magic for you (might even be different for different CPUs), but the idea still stands.
mabuffaloe
02-02-2003, 05:19 PM
hi wrend, thanks for the info! Yeah, I've noticed that trims are a little bizarre in Maya. So you're telling me that if it looks like everything went ok in the command line, then i should just try moving things around to see if the surface magically appears? I did want to ask you what you meant by the loft is doubled back on itself? (oh, and that is XP in the image!)
wrend
02-03-2003, 01:47 AM
your radio 's main body surface is two spans, it appears to be one, but it is infact starting at the base going to the top and then back down again .... you probably accidently selected the bottom crv again when you did the loft? you'll notice the prob when you slap on a texture or spec material, you'll notice the coincident surface's inner turmoil of who gets pride of pixel. you got some tight regions in U as well, one either side on the front face ...where the isolines look thicker or close together, probably the result from using a fillet? you might want to sort those.
so did a setAttr loftedSurface3.translateY 1e-015 pop her in?
So you're telling me that if it looks like everything went ok in the command line, then i should just try moving things around to see if the surface magically appears?
yup.
mabuffaloe
02-04-2003, 12:57 AM
Ahhhh, gotcha.... thanks for the tip, I'll have to fix that! And I didn't try using the setAttr because as I was playing around with it (before anyone replied to my post) and I got it to appear by playing with the isoparm value of the planar surface that hadn't appeared yet (check out the edit in my first post) but I just couldn't figure out why that would work. But as you said, maya is just weird with trims, and there is no reason! :) I'll play with the setAttr tonight to see if that will work as well. When I was playing with different values, it suddenly appeared, just like you told me! boy, maya is fun....
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