View Full Version : Symmetry and set value command?
hrgiger 08-23-2008, 04:41 AM I've been using the technique of modeling with half an object cloned over to the other side of the X-Axis (using scale of -1) so that I'm seeing the whole model as I go. However, I'm finding that using the tweak tool that my points on the X-axis can be moved away. Is there a way I can constrain them and any points I add to that line to stay on the center axis?
If not, does XSI have some sort of set Value that I can use to select the points in the middle and set their value to 0 so that they jump to that value? In Lightwave we have a tool called set value that will move any selected components to the entered coordinates (and it gave you an option of X,Y, or Z.
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No need for tool, just select the points and type 0 on the transformation of the axis you want in the transform panel. eg: X=0.
You need to have "Collapse Points for Snapping/Absolute Translation" on.
It's in the "Transform" button in the transform panel. Or in preferences>tool>transform.
If you are cloning half model, you can symmetrize this cloned version (model>modify/polymesh>symmetrize polygons), and put the Weld Distance very high, it's gonna weld just the vertex that match the mirrored section, so you don't need to think too much about the X position.
You can also deactivate the X when translating the central points.. so you prevent that to happen..
Well that's all my tips for now. ;)
handlebar
08-23-2008, 04:30 PM
with the tweek tool i turn on symmetry on the MCP then right click and select points instead of tweek all.
hrgiger
08-23-2008, 08:14 PM
No need for tool, just select the points and type 0 on the transformation of the axis you want in the transform panel. eg: X=0.
That was the first thing I tried. It works if you only have one point selected but when you have a group of points selected, it simply moves the groups center to 0. The points still remain positioned the same distance away from that center. However, upon further testing I found that entering 0 on the Scale X moved the points to the center as I wanted.
It works but it's no substitute for the Set Value command since it only works in this one specific case. Set value allows you to move components to any value you enter.
You can also deactivate the X when translating the central points.. so you prevent that to happen..
That would be a major buzzkill to workflow to have to deactivate X whenver I moved central points. As I'm tweaking, I wouldn't want to have to deactivate/activate controls just to move certain points. I found though that once I have the center points directly on the center axis, that activating symmetry does constrain them not to move away from the 0 axis which is the behaviour that I expected.
See I don't like to merge the cloned to the original until I'm finished modeling. I take the cloned half and make it un-selectable so that I only have to deal with half of the geometry and don't have to worry about selecting the other half while I'm working.
Thanks for the tips.
handlebar
08-23-2008, 09:59 PM
Sort out the topology on half of your model, when your happy choose Modify, poly mesh, syemmetrize polygons and turn on symmetry on the MCP, that way you can tweek and flesh out your model to your hearts content includeing useing prop editing. If you find that you have to change the flow of your mesh, or cut in some more geometry it takes seconds to delete half of the mesh, make the changes and repeat. It's not a bad workflow once you see it as a two-pronged approach.
That was the first thing I tried. It works if you only have one point selected but when you have a group of points selected, it simply moves the groups center to 0. The points still remain positioned the same distance away from that center.
You need to activate Transform>Collapse Points for Snapping/Absolut translation.
Otherwise the points will not translate independently of each other.
hrgiger
08-24-2008, 03:31 AM
Sort out the topology on half of your model, when your happy choose Modify, poly mesh, syemmetrize polygons and turn on symmetry on the MCP, that way you can tweek and flesh out your model to your hearts content includeing useing prop editing. If you find that you have to change the flow of your mesh, or cut in some more geometry it takes seconds to delete half of the mesh, make the changes and repeat. It's not a bad workflow once you see it as a two-pronged approach.
I guess from the start, I've been looking for a way to tweak and add/delete geometry during the whole process rather then building the model and then once I'm finished topology-wise, then tweak. I guess I like to tweak through the whole process, I can't just see it as a finishing step. The method I'm using works, although it has raised a few more questions.
I love that I can create an instance of my geometry and have that instance update as I modify the original(something that's currently not possible in Lightwave) but I notice it doesn't seem to work on a ojbect level, only on a component level. Can I change that in preferences somewhere? For instance, adding/deleting components and transforming components works but if I select the entire ojbect and translate it, the instance does not follow. Should I use a constraint for that?
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08-24-2008, 03:31 AM
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