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Stankluv
10-07-2009, 02:47 AM
is it bad form to use a nurb sphere as a control and to turn off all of it's render flags?


I am after a spherical control. Instead of making a wireframe beachball with curves, I am wondering if I can expect troubles ahead if I use a nurbs sphere with a surface shader.

anything cheaper for this type of control or should i just stick to curves?

Thanks

Dustin
10-07-2009, 03:20 AM
You can use anything you want, but I prefer to be consistent and use all nurbs curves. To get what you want, I usually create 3 circles, all oriented to each of the axes. Make sure once you orient them so they look like a sphere, you freeze transforms. Then, go into the outliner (or hypergraph). If you go through the outliner, make sure you go under Display and make sure you have Shapes checked on. If you are not familiar with this, it will show every object as a transform node (which looks like a group) with a shape node parented underneath it when you hit the "+".

So what you are about to do is actually parent several shapes under one transform node. To do this, select all the shape nodes of the curves, then select one of the transform nodes, and execute the following in the Mel Command line:

parent -r -s;

This will parent the shapes to the one transform you selected. Now, in your outliner, you will see all the shapes under one transform node, and the other transform nodes are now empty, just like a null. You can delete these.

This works well, because when you click on an object in 3d space, it selects the transform node, so it appears to select all the curves.

Hope that makes sense.

scarface1
10-10-2009, 06:18 PM
also you can use zoo tools or "createNode implicitSphere"

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