View Full Version : Merging sub-D psuedo vertices
Using basic character modeling techniques I built a half body of my design. Then mirrored over the model still keeping it in sub-D's. I am able to attach both of these sub-D mesh's but "How can I merge the vertices in the center?"
I have already converted it to a poly mesh and merged vertices that way it works, but I am looking to keep the model in sub-d.
Any suggestions?
Thanks in advice. I appreciate any ideas on direction. You can look at the project here....
www.me3d.tv\alfred\main.html
www.me3d.tv\alfred\main.html (http://www.me3d.tv/alfred/main.html)
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bbennett
01-02-2002, 04:34 PM
Try this;
Select both of them and go to the SubdivSurfaces>attach command and set the ThresholdValue to something other than zero. The default is zero as its difficult to predict the scale of the modeling, but in general u can set this to 0.01. Also be aware that this operation is set to "keep originals - on" by default and you'll have to pick out your resulting geometry.
Thanks bbennet.
I tried the attaching and where it actually didnt work how I wanted for this I was sent in other directions. My friend cody and I bounced around ideas and actually he found the answer first on this one.
Explanations :
PRO=Sub-d attach method does attach 2 sub-d objects
CON=Doesn't attach the individual vertices at the seam, or close the seam.
While in sub-d's swith modes to the polygon cage area> pull up the hotbox and access the polgon options menu> select the ploygon mirror options. And select your direction.
Vuala! This will mirror the sub-d object, attach it, and closes the seam!
thanks a lot, ...i was trying to get rid of this ....ing seam for an hour!!!
Grooveholmes
10-15-2002, 08:28 AM
The body and cranium were made seperately. Normally I will attach the two seperate subD's to make them one piece. Then, for the seams that aren't closed go through and manually merge vertices. Normally it always works.:shrug:
Maya will return this when i try to merge verices:
// Error: polyToSubdiv1 (Poly To Subdiv Node): One or more vertices is nonmanifold.
// Nonmanifold geometry cannot be converted to a subdivision surface.
Now I've tried going the "Poly cleanup-non manifold" route but that leaves the subd in an unrecognizeable mess.
Do I have any other options?
ryguy
10-15-2002, 02:24 PM
There are acutally two ways to attach a subD. The subD attach (which doesn't work too well) and a manual attach:
Manual attach (attaching a subD to itself)
Proxy mode- delete any faces.
Position geometry together
Use Point Snapping (V) to match up the vertices
Once geometry lines up, pick walk down and delete the subDiv surface. (a polygon cage will remain).
Combine both polygons together using Combine. Build a SubDiv from those polygons.
To fix any edges, go to Proxy mode, then go to edit polys – merge edges to fix.
SubDiv’s attach command
(i.e. Attaching an arm to torso.)
Delete any faces needed in proxy mode to make a hole.
Duplicate geometry.
Go into proxy mode and delete un-needed faces of the geometry duplicated.
Hierarchy mode- position geometry properly
Proxy mode- point snap vertices, make sure both SubDivs have the SAME AMOUNT of EDGES in Proxy mode. Point snap (V) all vertices to line up the edges.
Hierarchy mode- select both SubDivs and attach.
Reassign any shaders.
If you don’t have the same number of edges to attach, select edges and either go finer or coarser, or use the manual attach method. Proceeding without the same edges in proxy mode will not have correct results.
(I've posted this in the Maya FAQ on this forum)
~Ryan
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