3ds Max :: How To Merge 2 Co-planar Polygons
Feb 12, 2012How do you merge (combine, make one, etc) 2 co-planar polygons which are part of the same Editable Poly object?
See attached.
How do you merge (combine, make one, etc) 2 co-planar polygons which are part of the same Editable Poly object?
See attached.
I have a huge site plan and almost all the layers are at different Z-axis values...I have read up the previuos threads on flattening and tried out the different lisps. While some lines are working...others are not changing and I cant proceed with such a messed up file....is there any other way out of this?..
View 9 Replies View RelatedI can't seem to create a planar surface that shows up in the tool space as a TIN.
Some background, I have a TIN of a pile of dirt that I created from a point cloud (it shows up in the toolspace under the surface section). I also have a plane that intersects that dirt pile which indicates ground level. I want to be able to calculate the volume of the dirt pile by creating a volume TIN with the ground plane and pile TIN, but the ground plane does not show up in the toolspace under the surface section so I can't use it to create a volume TIN. I created the plane with the planar button in the ribbon and manually lined it up with the pile.
How can I convert this plane that is clearly in my project but not in the list of surfaces in the toolspace into a TIN to use in a volume TIN?
I'm running Civil 3d 2013 and you'll probably have to explain things like I'm 5 because I'm not familiar with the interface yet.
Is there a way to print planar surface of any model in inventor 2012? I know that autocad is able to print planar surface, but inventor is much better to use.
View 9 Replies View RelatedI am not sure what I am doing wrong but when I use the bend tool I am getting weird results. Does the surface to be bent have to be planar? See photo attachment.
View 4 Replies View RelatedI am Using Mental ray (max 2010). I have made a topological displacement map at a very low resolution. it is 222 pixels wide by 111 pixels tall (landscape) It is greyscale and low rez because the mesh I am applying it to is 222 faces wide by 111 faces long. (landscape also). I did this because I needed each pixel to become a "height map" in its own right. Everything is working the way i expected.
My problem is.... I need to now make each face z planar. as it stands, they are all tilted in the direction of the grey scale falloff. I have tried splitting the edges of all the faces (quad) and using the make planar (z) function of edit poly mod. No matter how I set the pivot / ucs, when I apply the make planar z , they all average out to the same z plane. I need them to adopt the average of their individual z planes. I can do this but have to do it face by face. That's 24642 faces.
I've read all I could on snaps, video tutorials, changed every setting.
the only time anything snaps is when I'm creating an object in which case I get a box and the object snaps to other objects, bounding boxes end points, etc.. (useless stuff) but it doesn't work at all otherwise, it does absolutely NOTHING while selecting an object or edible poly/mesh object vertices, etc..
I JUST WANT TO ALIGN A VERTEX TO ANOTHER VERTEX.
I've seen videos of people just dragging the axis to another vertex and that vertex automatically aligning to it... why the heck can't that work for me? I don't even get a line, nothing that looks like any tutorials out there. Everything behaves the exact same way as without snaps. you can't even tell the difference moving things around except there is a little circle at the center of the gizmo. I even checked every box in the snaps settings. It makes me want to throw the computer out the window that it takes 3 hours and still nothing works.
Ultimately I just want to select a grid of vertices and align them in a planar xy axis at the same z value as a single of my choice... why is this so impossible?
I created a part that spans between two other pieces. The original part model does not have a twist in the "flat" surfaces, so it unfolds just fine, but it also does not represent the way the actual part fits, so it is difficult to determine if any other parts are fitting correctly up to it.
I had a problem getting a part to unfold before, and I was shown a method of creating a surface body and a thicken, which I have done with this part, but as of yet have had no success unfolding this part.
Is there anything that I can do since the sides are twisted and not planar?
Why cant I save a cdr job with all the merge fields setup so that next time I open the file I can go straight to 'merge to new document'.
So Ive set up a 10 to view raffle tickets job. Inserted 20 numerical merge fields, positioned, resized, applied font size color alignment etc etc etc.. Takes ages..... So then merge to a new document, works nice and I can save it fine.
There are a hundred reasons why i may have to close the 'master' merge file before the job has been successfully printed. It may be a repeat print job.
Any which way I really dont get why the live merge data fields are lost on closing the file.
In Solidworks I can emboss a sketch into a 'wavy' surface without difficulty.
If I try to do the same thing with Inventors 'Emboss' command It fails with "Only planar, cylindrical or conical faces are supported."
Surely there must be a way to achieve the same effect as in the first illustration, in Inventor ? Am I missing something obvious?
I would like to know how can put planar surface to solid object which surface is curved like cylinder for example. When start draw from first point rectangle of planar surface follow x cordinate not that solid object. How to do that simply?
View 9 Replies View RelatedIs there a way to cut a solid into two pieces using a non-planar cutting plane? I have been tasked with calculating the volume of concrete damage in a chute block. I have a sketch of the damage on the chute block. I created the chute block as a solid and then drew the damaged area extents using plines. This created non-planar plines. Is there a way to get this to work that will allow me to see the volume of the concrete damage? I need an easy way to do this, there are 50 chute blocks all the same size but with varying degrees of damage
View 1 Replies View Relatedwhat is the difference between a sketch and a planar sketch?
View 2 Replies View RelatedI know there is a procedure to turn a surface into a planar surface, but i don't really know if autocad can do that, or how to do it. By this procedure i mead transforming a cone into a surface, a cilinder into a surface for example, but in my case the main surface is not a basic surface (as show in the image) and the procedure is quite tricky.
View 9 Replies View RelatedHow come my polygon have a crease from corner to corner. When i send it to mudbox it triangulates my entire model.
View 4 Replies View RelatedI'm working with a SHP file that contains 56,000 polygons, but I want to export 18 of these that are relevant for my area. Is there an easy way to do this if I create a filter based on a unique data field?
View 1 Replies View RelatedIn Xara Xtreme it was very easy to draw multiline polygons (closed or open), because the line tool used a single click to add a new segment to the already-drawn segments. Now, using Xara Photo & Graphic Designer 7 (which supposedly is the successor to Xtreme) the tool for drawing lines works completely differently and does NOT automatically join line segments to each other.
View 4 Replies View RelatedI am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
View 2 Replies View RelatedProblem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
All polys have same ID set and are all in the same shading group.
I found a nice model on the web but i just started out so got a few questions. The standaard model exists of 1 editable mesh that i converted to editable poly.
in Editable Poly - Polygon: Material IDs, I had categorized the model in 3 diffrent groups, i want to use these 3 groups to texture the model, each group a diffrent texture.
the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
the problem with that is that i can only texture my model using 2 diffrent textures. How can i "save" those groups?
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
View 2 Replies View RelatedI've a plane with a UVmap and a texture on it. The texture comes with a text. I want to see the text only on the front side, and see the plain texture on the back side. Is that possible?
Or, if there's any way to shift the position of the polygons I could simply duplicate it and apply a different material to it.
I have a drawing with 2 Data Connections: 1. Census Block SHP file from the Census Bureau and 2. an SDF file I created from GPS point locations. The question: Is there a way I can query the relationship between these 2 layers and have it report which census block each point is in?
View 9 Replies View RelatedFor my job here I have a contoured map of a sand structure. I have converted that entire 2D map into a 3D map. Showing the elevation of the contours relative to the surface. I need to know how you can hatch or fill in with color the 3d polygons that are shaping the subsurface. When i try to hatch it, it works but it just pastes it at the surface at Z:0 and even if i bring that hatch down it won't form to the multidimensional polygon that i am trying to cover. Here is a pic of what I am trying to do.
The green / blue is the fault plane i have been able to plot as well as shade in using 3D Face, but the problem I run into for the RED contour lines is that they are arcs and when i use 3D Face it doesn't allow it to bend to conform with the arc shape.
I'm having a problem with linking two polygons together to create a box shape
I've attached an image to show you what I mean, I'd like to connect each of the 4 vertecies on one polygon to 4 vertecies on the other to create a box
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
Is it possible to lock some polygons in a object and when e.g. twist it a little bit? I'd like those polygons to keep their shape while rest polygons deforming.
View 2 Replies View RelatedI've create a large scene with a lot of mrPoxy trees. I realize now that I need a velocity map and some volumetric lights for post, and the scanline render seems like a better option. Is there a way to get these mrProxy objects to render with the default scanline engine without changing there position?
View 1 Replies View RelatedHow can I connect all polygons in object?Here You are example: I want stretching and rotating arms, but don't recommend bones and skin etc.
View 2 Replies View RelatedI'm trying to model a chair, however the texture near my pillow edges are distorting. I understand its got something to do with my polygons but how do i fix this? I want the texture tiling to match around the whole pillow if that makes sense.
View 1 Replies View Related