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thedaemon
05-01-2002, 04:00 AM
I was wondering if anyone know how to bind Nurbs object smoothly.

For example u have two spheres and one is above the other one a good foot or two.

I want to "bridge" them to make a smooth "neck" in between them. Any ideas?

AJ
05-01-2002, 04:43 AM
On of the standard NURBS methods for something like this goes... well, like this!

[list=1]
Create a sphere
Convert to NURBS
In the modify panel select "surface" subobject
Select the sphere
Shift-drag a copy off to one side
Now in one viewport, got to "create curves" part of the rollout
Select CV or point
Draw a straight line that "cuts" the top off one of the spheres in that view
Select subobject>curve and select the curve you've just creted
Shift-drag a copy so that it "cuts" the other sphere in the opposite axis (see my crap picture for reference of this)
Now select "create curves>vector proj" in the main modifier rollout
In the view that you created the curves, select them and then select the relevant sphere surface
Select Curve in subobject mode again
Select these newly created projections (look in perspective view to see what they look like)
At the bottom of the rollout select "trim"
Trim the offending fat from your spheres (see the picture again)
In the main modifier rollout, select "create surfaces>blend"
Highlight one of the newly opened ends on one on the spheres, then the other.
Play with settings in the surface rollout to alter the appearance of the new surface
Join all three together!
[/list=1]

Hope this is what you where after (of course, you could just lathe this shape, but the principles can be applied to similar problems - and not always blends; you've got bi-rail sweeps, lofts...etc.)

Piccy:

thedaemon
05-01-2002, 08:04 AM
thanks you :bounce: that I guess is what I wanted to know. I just tried it out and it worked great, now I am off to try it on my alien. See I am trying to connect the head to the body, and the appendages to the body. Wish me luck. I will post it later if you are interested!

thedaemon
05-01-2002, 11:33 PM
I am having a problem with the vector projection.

http://65.189.113.57/thedaemon/temporary/nurbs.gif

When I do the vector projection it only does half of the cut. What gives??

AJ
05-02-2002, 12:48 AM
In this case - instead of projecting a straight line from one side, try projecting a circle from the front (from where you would want there to be a hole). There are other things such as rebuilding your surfaces to remove any oddness and also the luxury of COS (Curve On Surface) where you can draw the curve that you want to use to trim the surface directly on the surface itself.

Incendentally, Max's NURBS are pretty shocking - not that you should stop using them, just understand that it's (usually) a more straightforward process in other applications!

Hope this helps...

:)

thedaemon
05-02-2002, 01:48 AM
I have heared that Max's nurbs were not A quality, but I still want to learn how to use every aspect of Max. :D So that I can do anything and everything Max offers. What application do u suggest that I use for nurbs? I look at Rhino for a minute or two and it was way confusing and not at all a good interface, how are XSI's nurbs? I would like to try XSI and Maya, but that will be in the future I guess :annoyed:

thedaemon
05-02-2002, 02:04 AM
yet another problem, when I do the circle projection, it projects on the wrong side.

Also I tried to draw on the surface, and sheesh, it hates me and only want to draw on the opposite side, I can get a few points on the correct side but it always wants to go back to the other side.

Is there a setting of some sort that set the important side or something? :surprised

AJ
05-02-2002, 02:08 AM
I personally use Rhino for most of my NURBS modelling - I know what you mean about it being daunting the first time you look at it! But if you work through a few of the tutorials you'll get to grips with it pretty quickly. It's a great little app.

I'm not familiar with XSI's NURBS - but I hear good things. I've had a play with Maya's NURBS at work and they are extremely logical to pick up and work very well.

I completely understand your want to learn all the aspects of MAX - I did exactly the same thing when I was at college, I chose to make a character entirely out of NURBS... and even though it would have been easier with Box modelling I learned a lot, so definitely stick with it!

:D

AJ
05-02-2002, 02:11 AM
Sorry! I was typing my previous post whilst you were typing this question... oops!

Select the surface you are projecting onto (subobject>surface) and check the "flip normals" radio button.

Your curves should project onto the other side (he says) :)

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