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View Full Version : Polygons: Simple Extrude face problem?


Tom N.
06-04-2003, 05:35 AM
I am wondering if anyone can help me with this problem that seems like it would be simple to fix if i only knew how.

I have a simple poly cylander, 7 faces around. I select the faces going around and then I extrude them outwards (#2 and #3) but then when i go to scale the faces inwards all at once to make each of the extrusions come to a point, ONE of the faces scales the opposite direction (#4). You can get a better look at what I mean in image #5. It scales in the forward/back direction instead of the side to side direction.

Does anyone know why or how to fix this? Any help is greatly appreciated.

http://www.angelfire.com/moon/tomny/faces.jpg

-Tom N.

Levitateme
06-04-2003, 06:17 AM
sorry, i rarley do extrudes like that. have you tried freezing transformation and then extruding?

greekdish
06-04-2003, 07:56 AM
Tom N...I just tried recreating what you did and its weird as to why it happened, but I know how you can solve it....maybe this is a bug with Maya.....what version are you using by the way??

Well, change your poly sides to 8 or 6 instead of 7....seems having the odd number poly sides makes it go whackie....I got the same result you did with 7 sides, but it worked fine for 8 and 6. Go figure. I would post this on Alias's website forum. This was with Maya 4.5 and 5 as well. I wonder if Alias knows about this, or if there is a workaround.

:shrug: :shrug: :thumbsdow

sbp
06-04-2003, 08:29 AM
Give the cylinder a little y rotation before the extrusion.

MasonDoran
06-04-2003, 09:30 AM
i got it to work when i did 2 things....


i rotated on the plane of the extrusion, then extrude with faces together......once i got the scale that i liked i then made faces seperate in the channel box. i could then just correct the rotation to what it was before.

alexx
06-04-2003, 10:01 AM
i just had the same problem some days ago and posted as well..

so basically there is no real solution that works for all occasions of this problem.
this seems to be the fact since maya does not really handle the local axis of all the faces, but only the local axis of the last selected face..

i have no idea if other programs are smarter in that case (but i guess they are..)

cheers

alexx

ambient-whisper
06-04-2003, 10:23 AM
Originally posted by alexx
i have no idea if other programs are smarter in that case (but i guess they are..)
cheers
alexx

yeah never ran accross this problem anywhere but maya before :)

Levitateme
06-04-2003, 10:27 AM
its annoying yes, but if you want to get around that here is what i would do>

i would delete the stubborn faces, and the duplicate some of your good faces to replace taht area, use snap to point get get it in teh exact location that s just what i...ok cya

Tom N.
06-04-2003, 04:53 PM
wow i didn't think i'd get so many responses so soon. thanks a lot everyone. Sucks that something so simple has to be so buggy in maya! And greekdish you're right, I have tried with 6 and it worked fine. I have 7 in my model because I'm modeling rims for a car and the picture I'm using has 7 so I was trying to be accurate :p oh well. Thanks everyone

-Tom N.

p@g0
06-05-2003, 07:02 AM
you guys a really funny haha :P

heh it is a simple problem but pretty annoying..

it is an option called.. keep face togheter.. wich is not check by default ( it should be bu whatever... i aint the Maya programmer lol)

ok.. if you want your extrude to allways stay togheter heres what you have to do...

in the modelling menu
POLYGON>Tool options> Keep Faces togheters

here ya go my friends!!

Have fun :P

p@g0
06-05-2003, 07:06 AM
LOL sorry for my post... I was totally wrong... not even talking about the same subject lol sorry!

by the way.. have you try to press the yellow icon on top of the axis.. it change from GLObal movement to Object movement!

regards,

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