View Full Version : attaching objects??
Ok i've tried doing a search but can't find anything - maybe im not phrasing my search right?
Anyway i was wondering how to merge or create an attachable instance of the one side of a head i'm modeling to weld the 2 together??
Also how do i attach objects like a cylinder to my character so that it becomes part the mesh i'm editing??
thanks!
-Mray
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Ohmanoggin
10-29-2007, 05:38 PM
You are looking for Merge or Blend.
Try Create / Poly Mesh / Merge.
Search help on "Merging polymeshes" for lots more info.
Ohmanoggin
Sorry maybe i didn't make my question clear enough :P
I'm not trying to blend the pieces together - i want 2 seperate pieces so that i can connect them by hand.
So when i click on my main mesh it selects the one thats not attached so then connect them together by hand.
Same with the otherside of the head - i want to delete the mirror and instance the one side then weld the verts.
Thanks!
-Mray
Ohmanoggin
10-29-2007, 07:23 PM
Sorry, I think my post wasn't clear. Merge is still what you want. I mentioned blend because they are similar and mentioned together in help.
You might need to invert polygons on parts that don't have normals going the same direction.
Modify / Polymesh / Invert Polygons. If you already did the merge, just select the polys with <U> or however you like and use invert polys then.
You will probably want to "cut" the merged result, so you can delete the orignals, or to stop the dependency on them.
Hope this helps,
Ohmanoggin
ok i think i'm almost getting it here.
This is what i'm doing -
Drop mesh
split it in half - delete one side.
go to model - initiate model -1 on X and bang other side model is there.
start modeling.
when i'm done delete the side i dont need.
Pick the side thats left hit ctrl-D to duplicate it and select both halves.
click on merge bopth side are welded together automatically.
Only thing is i'm getting dulicates after i hit merge right under my merged mesh that i have to delete.
Any idea on how to stop that??
Also is there like an attach option - like select one mesh click attach then select the other mesh and they are attached?
Thanks!
Mray
Brainsells
10-30-2007, 12:55 PM
If you have half a head and you want to mirror it over and weld the verts, use Modify/Poly.Mesh/Symmetrize Polygons
If I understand you correctly, this should be what you are looking for.
Ohmanoggin
10-30-2007, 01:25 PM
Q: "Only thing is i'm getting dulicates after i hit merge right under my merged mesh that i have to delete. Any idea on how to stop that??"
I mentioned this in my last post. When you merge something, a new object is created and the original parts remain. To get rid of the original parts.
1. Select the new part (should already be selected after merge).
2. Select "Cut" from right side of screen. This removes dependency on original parts.
3. Delete original parts.
I agree with Brainsells, to mirror the other half use Modify / Polymesh / Symetrize.
You can also use a Symmetry map while modeling to keep each half the same. See help for more information.
Hope this helps,
Ohmanoggin
Strang
10-30-2007, 07:37 PM
Also is there like an attach option - like select one mesh click attach then select the other mesh and they are attached?
sorry this isn't 3dsmax :) btw when using polymesh>merge you need to set the tolerance value to 0 if you dont want to weld edges automatically
here is a script... select all the meshes you want to merge into one. the first one in the selection will be name of the object preserved, and its position in a hierachy will also be preserved.
python script!
#imports
import win32com.client
from win32com.client import constants
#globals
xsi = win32com.client.Dispatch( "XSI.Application" ).Application
xsiColl = win32com.client.Dispatch( "XSI.Collection" )
xsiPrint = xsi.LogMessage
def MergeMeshes( inputMeshes, newName, parentObj, toleranceValue = 0, cleanUp = True ):
genOp = xsi.ApplyGenOp ( "MeshMerge", "", inputMeshes, 3, "siPersistentOperation", "siKeepGenOpInputs" )(0) #gets the single operator from the collection returned
genOp.tolerance.value = toleranceValue
xsi.TransferAllPropertiesAcrossGenOp( genOp, "polymsh", "", True )
#for some reason the return value of ApplyGenOp() isn't proper, get it again
getOp = xsi.Dictionary.GetObject( genOp )
newObj = getOp.Parent3DObject
parentObj.AddChild(newObj)
if cleanUp:
#xsiPrint(genOp.FullName)
xsi.DeleteGeneratorInputs( genOp )
#rename
newObj.Name = newName
return newObj
meshSelect = xsi.Selection
validMeshes = xsiColl
for mesh in meshSelect:
if mesh.Type == "polymsh":
validMeshes.add( mesh )
if validMeshes.Count > 1:
MergeMeshes( validMeshes.GetAsText(), validMeshes(0).Name, validMeshes(0).Parent )
else:
xsiPrint( "not enough valid meshes" )
Hey Strang!
Whats that script supposed to do? Attach option i'm guessig?
I through it on to a button and its giving me a bunch of errors - don't think i'm using it right :P
Also do any of you guys know of any "x-ray" or "See through" script where i can change the transperancy of my model while modeling?
thanks!
Mray
Strang
10-31-2007, 07:04 PM
you need python... try posting the errors, i did have to remove some code relative to my studio environment
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