usable means what other programs take for granted
edited so i and other novices remember,
for a revolve and history and moving it and profile build curve ,and duplicating it, instancing it, uninstancing it.
most common problems in using a profile curve shape and then revolving them, and not being able to move the result.
come from the fact by default maya plugs or connects the profile curve shape using world space to revolve input curve,
far more useful and reliable is ( weakpoints?FOUND those FAIL)
to set in the node editor profile curve shape to"LOCAL" and connect this to revolve input curve,
then group profile curve and result revolved mesh in same group that can be moved
to wherever you wish and keep profile with mesh
you can then use duplicate input graph on the revolve
and extract and regroup duplicated profile and mesh.
if you wish to deform the mesh on a curve use mash curve warp, unfortunately doesnt take
profile curve with it
all to obtain a 3dsmax, cinema4d like revolve you can actually move in the viewport.
i am a take the profile curve press revolve and take and move it all as component type of person.
please see attach pic
hurrah sorry no
TESTED AND FAILED
please see attached pic
this method depends on groups, to move, no group no move together
INSTANCES, work ok,
converting instance to object breaks the revolve connection. in fact the revolve never existed
maya deletes history as expected.
What we would like is convert instance to object WITH ITS OWN HISTORY
like 3dsmax. No option in toolbar?
for a 3dsmax uninstance and keep history:
did find this old script
but has problems if not in one group.
groups or locators acting as groups dont appear linked to anything at all in the node editor
this may be my error.
FAIL because the group is acting as the transform for the revolve and profile.
Bigger problems appear because groups act as folders for objects as well as transforms
and you are defineately want to group say pipes walls and windows for a building
an instance what might be a nested group. Maya cannot do this,
converting to an object means it will probably disappear.
this is why you would never build a building or engine with component build history,
in maya double transform ensures it breaks
and things disappear.
at a finished poly object hierachy its fine, animated characters ok,
keeping what built that poly object hierachy as well
and avoiding double transform good luck to you, if you arent a rocket scientist.
this is an example of why best to do remove double transform from the ground up.
we basically need a script that says whatever move the 3d operator makes say +xyz, maya does 2+xyz
so we need a script -xyz after everymove. who the hell came up with that in the firstplace.
i put that as maya bugfix No.1 been there since version1.
Where is the button or slot in the node editor
to remove all double transforms. Maya needs it.