3ds Max :: Animate Spline Over Rough Terrain Surface
Jun 14, 2012
I am trying to animate a spline or jointed border object over an irregular surface.I want to add particles to the spline in the end to try to simulate a fire burning outward across a terrain.
I tried booleaning out a border and while that works, when I add particles to it, it overwhelms my computer. I tried using shapeMerge but that doesn't quite do what I want either. Itoo's glue plugin conforms an object to the terrain but doesn't allow me to animate it.
what the best way to project a spline onto a edit poly 3d surface. i would like to maintain adjustability of the spline and have it morph an instance projection onto the surface if possible.
I am rarely new to map 3d. What I would like to do is to export 3 dem surface in any kind of format, so that I could open it in 3d max.
I know how to generate Contours, but when I export them to dwg and later open in autocad architecture there are missing info on z coordinate - so everything is flat.
Is there some way to make .3ds file or .dwg file so that would really look like a 3d terrain in ACAD architecture or 3d max?
I am using Autocad 2013. I need to fuse a square building which is placed on a sloping terrain. If the terrain was flat, i would have no problems. But how i can put a perfectly square building on a sloping terrain without having any gaps in between?
The attached csv file contains x,y,z coordinates and the image number per row (only 1 in this file). I am reading in this file and creating a spline knot at each of these points. The last coordinate x,y,z set closes the splines and creates a shape that resembles a US state. I next extrude it a couple inches and it looks like a hollow 3-D state.
My question is how do I go about capping (or filling) the top and bottom faces? I have a feeling it is a bit more complicated because of the large number of knots, around 127, in this shape. As every time I try and follow the cap surface instructions in the reference it doesn't do what I want. Is there any way to automatically or by using a script join the vertices so that it looks like a mesh grid on the top and bottom and then fill in those areas?
I'm looking for a script for scattering proxies on a surface or along a spline. In previous versions of Max I used Peter Watje Scatter. But itdoesn't seem to be available for 2012.
I don't have enough use for it to justify buying Carbon scatter or multiscatter and I find render farms don't tend to have these plugins anyway. Forest Pack lite only works on flat surfaces.
Im totally new to max. Im trying to draw a ship hull. I draw frames and placed in positions then i tried applying coss section modeifier and tried also to connect vertices manulay.
I am trying to create a 3d surface by importing points from an excel file. I have been using "import points" in the 3d sketch mode, and checked off the box that says "create 3d spline." But this just causes Inventor to freeze and crash. My excel file had about 2000 points, all of which lie on the surface I want to create in Inventor.
Should this method work in theory, and do I just have too many points?
I am trying to create a 3D meshed surface from an irregular shaped solid I created using firstly a SPLINE, FILLET, PEDIT, and EXTRUDE. I have a solid in the basic shape now, but I am trying to create a meshed top and bottom (x, y, z,) to change the contours of those surfaces. I have looked at 3DMesh but it asks for (n,M,) coordinates like it is a regular shaped surface (square, rectangle) where one can calculate the required even spacing needed.
My goal is to create in CAD something like a fine art carved piece of wood, with irregular shaping and no straight planes or surfaces.
I have included a basic picture in JPEG format for your review. This is the item from which I am trying in ACAD 2010 to construct into a usable adjustable form so I may parametric for my needs.
I'm trying to create an external involute spline (ANSI B92.2M) Fillet Root Side Fit 26.9mm x 1 mm x 26 teeth x 38 mm long using the spline generator with Inventor 2012. I created a test shaft"M-182-AMA.ipt" that is Ø26.9 mm x 38 mm long with 1 mm radius on each end of shaft.
I use the following steps:
1. After creating component "M-182-AMA.ipt" I select Design tab>>Power Transmission>>Involute Spline. 2. A window appears that has the caption "Involute Splines Connection Generator".In the Dimensions section I choose "Splines Type: ANSI B92.2M - 37.5 deg, Fillet Root, Side Fit, 26 x 1.00 x 38 x 5H/5h" and change the Length to 38 mm. 3. In the Shaft Groove section I use Create new, and I push the Reference 1 button that turns blue, I then select the od feature from the model and I get an error(see attached pic "error1.jpg).
I changed the 26.9mm od to be 27mm and it still gave me the error.
Work Station : Dell Precision R5400 OS: Windows 7 Business 64 Version 6.1.7601 Service Pack 1 Build 7601 Processor Intel(R) Xeon(R) CPU E5405 @ 2.00GHz, 1995 Mhz, 4 Core(s), 4 Logical Processor(s) BIOS Version/Date Dell Inc. A10, 4/30/2012 Graphics Display Card: ATI FirePro V4800 (FireGL V) 1.00 GB Adapter RAM Computer Memory: 8 GB ECC RAM
I am an intermediate at Photoshop CS1, been using it for roughly 1.5 years on and off, however, I am finding it very hard to find any tutorials for realistic terrains for Photoshop.
This image (The arrival) is what I am trying to achieve. You can see that on the bottom of the picture are hills, moutains and grass - I have no idea with where to start to create something similar to this.
i´m looking for a workflow to import Digital Map Data from a source. The Data we´re using comes from Geographical Institutes. The File-Format i have never heard of:
-binear DGM *.dgm -*.adf -ASCI GRID *.grd
I dont know how to convert it to a mesh or something that i can import to MAX. The free plugin, called "Terrain" on Maxplugins, can import files like *.dtm or point clouds but not our Digital Map Data.
Any simple workflow to import such Heightmaps into max?
My goal is to make a terrain from a height map. The terrain shall be used in a 3d game on the Xbox360. Since I don't want the game to render more polygons than visible by the game camera the terrain needs to be divided into a number of tiles for culling purposes.
So what I've done so far is to create a plane (10x10 with 10x10 subdivisions). I then clone the plane into an 2d array with a total of 100 planes. I then group the planes into a single group. This gives me a terrain object consisting of 100 planes and a size of 100 X 100 units.
Now, here is my question: Is it possible to apply a displacement modifier to this group/planes so that a heightmap will modify the planes and thus create a terrain where each tile is only affected by its "part/area" of the heightmap?
I've tried by adding displacement modifiers to the planes but when applying a heightmap each plane is affected by the whole heightmap and thus the result is that the terrain group consists of a number of identical "mini terrain" planes.
I have file: DEM with approximately 13000 points. The text file is (Y X H):
436800,00 104700,00 559,00 436805,00 104700,00 558,20 436810,00 104700,00 557,30 and so on....
I would like to insert those points into 3DS Max and later create a model from it. The problem is because I don't know how to import those points with this software. What would be the best way?
so I am trying to figure out how best to create the terrain for this mine site. I thought maybe I could do this with vue, but it proved to be very difficult. I was thinking of using contour lines but that in itself can be messy with some very ugly triangulation. I posed a picture of what it is I am trying to atchive.
trying to get CS4 Design Premium to install. I finally managed, with the considerable help of a tier three Support Engineer. Since then I've had about a week's exposure to Photoshop CS4. Here's a list of things I don't like and/or those that don't work:
1) Program always crashes when I try to save a GIF file or try to use any of the new 3D tools.
2) I like two-across tool palette. When I drag workspace to left, it covers up this palette.
3) I like to leave three palettes open on the right, History, Characters and Layers. For no earthly reason that I can fathom the Layers palette has gotten considerably wider, and it cannot be reduced horizontally. Oh yes, I could reduce these three to icons, but then I'd be constantly clicking to open them and clicking to close them.
4) Open palettes have foreground precedence. This means that when I try to enlarge my workspace to the right, the workspace scroll bar disappears underneath the palettes.
5) The essentials button is destructive. I found this out the hard way when I clicked it and it wiped out a newly customized workspace. Now I know to save my customized workspace immediately upon completion.
6) Why did Adobe add the Adjustments button. It just creates an extra step when making adjustments. CS3 was smart enough to pop up the correct controls when adjustments were being made. Example: create New Adjustment Layer > Threshold. On my copy of CS4, I have to click Adjustments before the control shows up.
7) The new toolbar (at top of screen) wastes considerable space and is not deselectable. Hint courtesy of Support: Save your custom workspace with a very short name 2-3 characters; then this toolbar will combine with the menu bar.
8) Scrolling through highly magnified images is abysmally slow - much slower than it was on CS3.
9) The clone brush is less accurate in CS4, and it doesn't always turn off when one is finished cloning.
10) None of my CS4 files installed with responsive, indexed Help files. Now, every Help request sends me to a sluggish web site where there are no indices, poorly organized information, and in some cases just a message that Help area is under development.
11) I haven't been able to get the Patch tool to work correctly.
12) When program crashes (not always while attempting to save GIFs or 3D), it does so with generic, uninformative error message. In one week, I have had more Photoshop CS4 crashes than I ever experienced during the lifetime of CS3.
13) Why did the installer leave 34 superfluous language items (ones in anything other than US English in my case) in both the Legal and Lmresources folders? The product is bloated enough without oversights like that.
How many more will I find during the next week? I don't know, but I'm sure there are more to be found. How many of those that I did notice are due to the dreadful suite installer? I don't know the answer to that one either, but I suspect the installer may well have played a role.
I'm sure many will disagree, but IMHO Photoshop CS4's user interface is godawful compared to its predecessors. I can't find a single thing that can be accomplished with less mouse activity or keystrokes than earlier versions, but I have found quite a few things that demand more.
I was fortunate enough to have my installation issues addressed by one of Adobe's top support engineers. Had it not been for that, I'm reasonably certain I'd still be trying to install CS4. I've been using Photoshop since version 3, and the Creative Suites going back to the first one. This is the first time I've ever felt that quality assurance was completely ignored for the sake of meeting a self-imposed release schedule.
As I remarked in one of my earlier email exchanges with Adobe support, "I wish that every software Product Manager would study the reasons why Vista and Office 2007 have gotten such lukewarm receptions." I'm afraid the CS4 team didn't learn from Microsoft's mistakes.
Are there tutorials for AutoCAD Civil 3D 2012 that assumes that the user never use AutoCAD Civil 3D 2012? Maybe a step-by-step tutorial. I tried the online tutorials on this website but I find them a little bit confusing. If I want to create 3D model of a city, what's the best way of creating 3D model of the city? I thought that one way of creating a city is:
1. Create terrain using DEM data.
2. Create streets, roads, highways, train tracks, etc. <- I need better tutorials.
i want to detach the half of the polygons of a uneven terrain in max... the problem is when i select the polygons i want and cilck detach the normals of the detached edges become split. Is there a method of detaching polygons which preserves normal orientation.
how to use GIS maps, and LIDAR (etc) information to create terrain, and man-made features within Max2012/3.
I have a long history using MAX but not importing this kind of data, with any success.
Generally, I know that Global Mapper is the good source for hirez imagery based on geospatial coordinates. Not sure how to use GM, but I bet they have tutorials. Mapping GM data onto a Max mesh is possible.
But when it comes to creating realistic terrain from DEM, or Lidar data, I'm not sure where to start.
Well I am new here and this is my first post. Anyway, I made a shape with the "Polygonal Lasso Tool" and the edges are rough and I am wanting to know of a way to smooth out the roughness so I have good looking edges.
I am using PS7 to create a logo. When I add a layer with text and use the tool to arc the text, the text appears to look very rough around the edges. If I do not arc the text, the edges of the text is smooth. I've also tried to arc the text in MS Word using WordArt and it retains its smoothness there, but once copied and pasted into PS7, it becomes rough again. This makes the logo look a little unprofessional.
Is there a specific type of font I should be using as opposed to a TrueType or is there something else I can do?
I am running 2005 ADT. In certain drawing, but not all the edges of my text appear very rough. It doesn't seem to have much effect on the plotting, but it tears at the eye and is distracting. I think its some kind of variable because it doesn't occur is every drawing.
When I open up an MTEXT editor the text looks correct.
Recently I created an elevation which included a door with leaded glass. When I originally drew the arcs and circles they were symmetrical and smooth, but now they are rough and ugly.