View Full Version : poly modelling question for Max?
koke.trees 04-08-2003, 03:34 AM is there a way in max (either in max or a plugin) where it is possible to move verticies that are restricted in movement to the present surface - instead of restricting to an x, y, or z plane? This way it would be possible to move verticies arround on a model surface to how you need them, without effecting the shape of the surface (except locally, but would be averaged out with a meshsmooth..)
Often I find that i need to move verticies in order to make out a shape for extruding etc. but on a curved surface, by moving verticies in one direction the shape surface can be deformed in another direction.. and so a bit of 'guess it looks right' playing is necessary.. (and I'm not a big fan of 'guess it looks right'..)
It simmilarly possible with the champher tool, as basically this does this for you.. it moves the verts along each surface but also adds a champher too.. doh.
So how's it done? - Or if there isn't a way directly, there must be a proper way of going about the whole thing?
Yours puzzled..
Tom.
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Dave Black
04-08-2003, 05:17 AM
You can restrict verts to a plane, or to edges...
So long as you have Max R5.
It's called contraints.
:D
-3DZ
:D
TimWoods
04-08-2003, 08:47 AM
convert object to editable poly Max 5, and the vertexs can be constrained as 3DZealot said. There is a little tab half way down. Easy peasy.
:beer:
celticdog
04-08-2003, 02:24 PM
Koke,
Judging by your question, I bet you'll find the "theoretical sub D" thread very interesting. there's alot of discussion about retaining mesh integrity while adding detail and holes, etc.
Libor
04-09-2003, 10:52 AM
I think Koke doesnt mean to restricting movement to edges or face but need something like normal constraint (like aplying Push modifier).
I have the same problem:annoyed: Many times verts arent pararell to X,Y, or Z so it would be great help in sclupting instead of repeatedly touching XYZ gizmo and rotating view till your vert is place correctly.
Any ideas how to restric the movement in this fasion??
Dave Black
04-09-2003, 11:35 AM
Yeah, how about moving the vert by it's normal?
Or, moving it locally?
-3DZ
:D
Libor
04-09-2003, 04:20 PM
Hmm, strange I think I ve tried everthing when pushing verts! I tested it 2 mins ago and its working:bounce:
Local Reference Coordinate System + Use Pivot Point Center works well on one and even multiple selected verts:thumbsup:
Thanks for idea, 3DZealot!!!
Sometimes simple solution isnt visible to one!:surprised
koke.trees
04-09-2003, 05:37 PM
yeah, a "normal constraint" idea would work... and i like the other idea Libor (max is rendering so i cant try it out).
Do constraints like this exist in max 4 or is this only avaliable to max 5 as said before? Plugins like Meshtools?
Libor
04-11-2003, 07:30 AM
The Edge, Face constraints are new in max 5. The way with switching coordinate system should work even in max 1 I think.
tobiasniva
04-23-2003, 01:05 PM
I use the technique to push vertexes, as Libor describes - move them along a local axis.
But I wonder if there is a way to quickly select a bunch of vertexes along an edgeloop?! I mean the ways to select edges (loop, ring etc) are more sofisticated than selecting vertexes, but then the edges canīt be moved in such a way as descirbed above...
Tips?!
nimajneb
04-23-2003, 01:20 PM
It would be a simple matter to create a macro that would select an Edgeloop and then convert that selection to vertcies (and even switch to local). You'd need to lookup the macroscript definitions, and then the polyops for loop and convert selection. You could likely get some direction by watching what the listener does with each operation and then stringing a more general version based on a current selection. Would be a good project for a beginning scripter interested in adding this functionality.
Personally, I do most of my vertex pushing in Screen it seems, as that its the most intuituive to me. I've got shortcuts for switching from view and normal to screen and back. Got the habit from Nendo.
Aearon
04-23-2003, 02:04 PM
uhm wheres the problem ?
3dsmax can natively convert one sub-object selection to another level
just select the edge loop and convert the selection to vertices (by ctrl-clicking on the vertex sub-object level icon for example)
tobiasniva
04-23-2003, 02:40 PM
Ctrl-clicking the vertex-icon does it for me...
Thanx!
powerwave3d
04-23-2003, 07:37 PM
thanks for the tip there Fist. Little tidbits like that help make this transistion to Max that much more smoothly:)
Thanks :applause:
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