3ds Max Modeling :: Adjusting Loft Width In Specific Places
Oct 6, 2013
I'm making a short oval race track. I'm lofting along an oval shaped path and can get the track width consistant all the way round - but my issue is that I want the bends to have more width than the straights.
i've seen examples of lofts having more than 1 shape along them (tubes turning into cubes at certain points etc), but I just lofted my path to a line as the track only needs to be a flat 2 dimensional surface.The scale deformations allows for some change of width, but doesn't seem to have much accuracy.
The black line is the path, grey area is the loft produced, blue area is an example of how I want the track area to be.I'm using 3dsmax v5.
I am trying to loft 4 circles onto a straight path it seems as if they are turning somewhere in the middle, and the shape ends up looking like several 8:s stacked on top of each other instead of the cone-like shape I'm after.
I've tried aligning the first vertices with the "make first" command, but it didn't work. If I go to subobject level of the lofted object and choose Shape > Compare (as I read in some thread I should..), the pop-up window shows nothing (blank, with the pointer in the middle, doesn't matter how much I zoom).
I am having multiple problems creating a loft. Firstly, it seems as if the "loft" command remembers and uses history of the objects to be lofted, which in my case meant that instead of lofting the scaled down (correct) version of a shape, it insisted on lofting the former, out-of-scale version. It would be great to know if there's a more conveniant workaround to this than redrawing the shapes (as I ended up doing).
Secondly - and this is where I'm stuck now - 3ds will not let me do a loft with the new, redrawn shapes. The loft accepts two of the shapes, but will not let me select the remaining three, claiming that "the shape has a different number of curves than others in the Loft". My question is thus: What should I do to be able to see and edit the number of curves in the shape, so that my Loft will be valid?
I'm trying to create a "wipeoutish" track using splines. In fact, the track itself is generated by a tool and I want to use it in 3dsMax to create the environment.
So i'm importing the spline into 3dsMax, create a template spline and use "Loft" or "Sweep" to extrude the model along the track. But whereas everything works if my track is perfectly planar, I get some crazy stuffs if there's even the slightest change in the Z axis.
I've tried disabling Contour (then the track is horizontal but there are problems at each turns) and Banking but I can't seem to be able to get a perfectly horizontal track using this way.
Is there a way to force the normal of the generated Track to be vertical ? (get the green track over the spline used by the blue track ...)
I'm going to be creating a 3d visualization for an existing network of gold mining tunnels and ore veins. What I have are scans of 2d hand drawn pages showing mining tunnels and ore veins. There are a couple hundred of these, each representing a 100' thick slice which get progreessively deeper. My intent is to trace these in autocad and stack them up, create solids, import them into 3ds max. One issue is that the ore veins are in some cases continuous from level to level so I'm thinking of using polylines and the loft command to connect the veins between levels.
how to model this efficiently so the import into 3ds max goes smoothly. Or is there an easier way than the acad loft command to model the veins within 3DSMax?
I'm building a test track to use on a driving simulator.I'm trying to apply banking to the corners. The track's path is a loft with it's path defined as a line, and the loft shape is a rectangle to represent the cross section of the track. I'm trying to apply banking to the corner by using a different shape part way along the loft... however, the result is that the track twists the wrong way so that the top of the track becomes the side and vice versa.
How can i achieve symmetry on a spline by adjusting the handles of the vertices? The copy/paste tangent button is only useful for vertices with handles pointing in the same directions, how can i copy/paste tangent (same length) but pointing in the opposing directions, it would be like mirroring tangents?
I am trying to LOFT multiple ellipse shapes along a spline path to create a door handle. But as soon as I choose 1 section, MAX creates the shape. I cannot figure out how to create the shape with multiple cross sections. I have attached a screen shot and a pic of the door handle I want to create.
I have an open path in Photoshop CS4. When I go to stroke the path, Photoshop makes a stroke that closes the path from end to end. I want to stroke just the path with a specified stroke width in a specific color.
In PS5, if I start with a picture 5184 x 3456, I could crop a picture to be 2100 by 1500 by setting these parameters in the crop tool. No matter whether I decided to make a big crop or a small crop, my final image was always 2100 x 1500.
In PS6, however, I don't think the crop tool parameters work the same way. If I set the crop parameters to 2100 by 1500, my final crop is NOT 2100 by 1500, but rather my final crop is whatever original pixels I selected.
What is the EASIEST way to accomplish a final crop of 2100 x 1500 on PS6?
I know you can change the width of the polyline by using the command "plinewid". Is there a way to set a specific width of the polyline on just one specific layer?
For example, I create a layer called "WIDE", and I want the width of the polyline to be 4". But i want the pline width to be 4" ONLY whenever I draw on this particular layer called "WIDE"; but if I draw on the other layers, the polyline width would be back to the default width. Is this even doable?
I am trying to draw 3D models for the first time, and something is confusing me. Sometimes when I draw a rectangle and it asks for a length width and height it seems the width means something else and the width means something else. I think the width means the distance from the z-axis on the XY plane, but then sometimes it is the distance from the Y-axis on teh XZ plane. I am just wondering if there is a good way to keep that a constant, or to remember which the length, width, and height is referring to at any given time.
In sub object mode, I have some vertex selected, I would like to set this vertex to a specific position in space.
For exemple, In the picture attached, I want that each 4 vertex set to 0 in x position in one command (I don't want set to 0 individually each vertex).
How to delete all ik handle nodes in a scene and all constrain nodes in a scene.
My rig is so complex that going in and deleting one by one seems like a crazy process but if there was a way to get the outliner to show only ik_handles and or constrain nodes then I could just select them and delete them and this would save me a lot of time.
I am trying to model a plane that will fit a specific pixel ratio (960x640, 800x480, 480x320, 240x240). So I know how to make a plane, that's not the problem, I just want to make the plane fit these aspect ratios without any stretching of the texture I will apply. So when I port this over to Unity I don't have any problems.
I've had a simple lisp I've been using for years that suddenly disappeared. It required that you identify a block name, tag name, and the value that you want the tag to be. All of this is performed via command line, so it is scriptable. Since I lost it, I've been experimenting with -attedit. This command comes frustratingly close to what I'm looking for, except it only appends an existing tag, or replaces a specific string within the tag; I can't get it to replace the entire tag, regardless of its value.
1> Any lisp routine that does what I describe? or 2> How to make -attedit replace a tag value without regard to what the value currently is (like a * wildcard)?
I'm having trouble with the spacing of my text when I import a .rtf file. The spaces change width based on the width of the columns. The problem does not effect all the paragraphs only select ones. If I change the width of the column the spacing of the text will fix itself. All of the text is the same text style. I have attached a copy for reference.
Trying to use the width tool, I ran into the following problem. I would like to have a smooth transition of the stroke width between two width points while keeping the original stroke width unchanged outside of that line segment.
There are four width points here: two end points and two in between. The original stroke width is 200. The two on the left have one side set to 100 while the two on the right have one side set to 50. I would like to eliminate the distortion of the line width occuring in the first and third line segments. The only solution that I have come up with so far is to place two additional width points very close to the two middle width points: one with a 100-unit side to the left of the second point in the picture and one with a 50-unit side to the right of the third point in the picture. Yet there will be a small distirtion in between.
I'm having an issue where I'm creating a white border around two landscape oriented images that are the same exact size then doubling the width of the canvas. I've never had this issue before with PS CS6.. I tried resetting the photography workspace but no luck. I tried with two portrait oriented images and the same result. I've restarted my machine. I'm on Windows 7 Pro 64bit and I'm running PS CS6 64bit as well. Thought to do a repair through Programs and Features but there is only the option to uninstall. I haven't done anything out of the ordinary except use an action a few days ago I downloaded and used from
[URL]........
and I downloaded and used the press print action.
How I can correct this? If an image is 20 inches wide and I'm doubling it to 40 it's tripling the width to 60 inches. Is there a way I can reset every aspect of PS CS6 to get back to a factory state other than uninstalling and reinstalling?
Can I reduce the palette width in LR 5 down to the width of LR 4? I am able to enlarge their width from the standard width – but how to reduce them? I am missing 100 pixels (2x50) for image view.
What I want to know is if there is a way to make a hotkey or at all save specific options for specific tools. Let's say I'm using the 'Paintbrush, Opacity 70%, Hardness 075, Size 4.00' as my "standard outline tool". Can I some how save that preference (and any other tool such as "Specific Eraser Op. 100%, Hard. 100, Size 10.00) so that I can easily switch between "Ouline Brush" and "Specific Eraser" . Maybe to the 'f-buttons'
I'd like to be able to make maybe 5 specific tools:-Outline Brush
-Small Eraser -Big Eraser -Detailed Color brush -Big Color Brush.
I´ve been building an airplane. After sculpting in rivets and some detail onto the wing i wanted to retopologize to get a lowpoly. But the new surface doesn´t always stick to the original object, when i try to let it go around the whole object it connects the vertices through the wing instead of sticking to the surface. This usually happens when i start at the top of the object-i place loops around it and when i try to close them at the bottom it "steals" the working surface on the top and pulls it down.