3ds Max Modeling :: Form Line / Lines With Thickness On Surface Of Sphere
May 3, 2011
I need to form a line/lines with thickness on the surface of a sphere as seen on the attached image. I also want to apply transforms to the line while keeping it stay on the surface. How can I do that?
The best that work out was giving it a path constrain to a sphere changing to a rectangle and making some snapshot which it does not give me the specific control I need.
See image to see what I am trying to model, image is from NADAA, and am trying to do something similar to this but I can't.
When adding break lines to a surface, a dialog box like appears that asks for weeding factors and supplementing factors. What I would like to know is, how can I change the defaults to reflect the settings needed on my project.
I'm working on a complex closed object shape originally made from a plane and want to do Boolean to it.
So when a plane get Boolean-ed with a sphere, it just turns to plane with a hole. Different when a standard box get Boolean-ed with a sphere, it turns into a box with a 1/2 sphere hole.
My question is, is it possible to turns a plane into solid 3D objects like box, sphere,etc..? So it's able to get Boolean-ed correctly?
I add a picture of simpler analogy p.s. the box and the box-ed plane is an editable poly
I am modelling on an object which exists of a sphere with a lot of lightbulbs around it. I made asphere and 1 light surrounded by 6 lightbulbs. My intension is to make a perfect symmitrical sphere of lightbulbs.
I work with Autocad Mechanical 2012 (not for so long) and quit new into the world of CAD. I worked with the command array, and that worked fine, but I don't know how to repeat the cluster of 7 bulbs all over the sphere.
I'm using 3DS Max 2012 and am trying to get a cube to rotate around the rotation system of a sphere sitting near by so that the cube looks like it's orbiting the sphere. The problem is that when I go to the coordinates menu and click on Pick, I select the sphere, but the rotation gizmo is still around the cube.
Here's a screenshot to show you what I mean.
See how the sphere is where the coordinates are suppose to be, but they are still around the cube?
I started my head model with a sphere ad I moved vertesis to shaped it, created lips and weld it onto the face, created two spheres that makes the eyes. I added a skin texture, the weldings of vertesis looks planar ang blocky thatn round and I cant seem to make it appear like a pro one. Its even hard to animate. I just wish I can overcome this, im stuck.
I know there are many ways to model this but how would some of you go about it? Would you create a sphere then cut out a spline circle for the ports? Would you create a box then turbo smooth it out to a sphere?
After creating doors and windows it seems the frame doesn't have any thickness. This way the wall is visible through the frame/casing of it. Is there a way to increase the thickness of the frames?
I am converting over from Softimage (which I love, but is Windows only) to Maya for OSX. Is there an equivalent in Maya to the new thickness tool available in Softimage 2012 SAP? For instance, if one creates a sphere polygonal object in Maya and slices it, is there a way to give the shell a thickness (like creating a bowl) other than just extruding?
I have a few splines where I have set a radial thickness, to render them as pipes.
I scaled them, and now the thickness values are no longer correct for any scaled line. Lofting or sweeping a circle shape along them makes no difference, as if the lines themself bear the scaling information.
If I create a new line, everything is ok. Is there a way to reset a line?
Here's the effect I'm going for, maybe a bit more glow and lines do not need to arc like that: [URL]
And like this: [URL]
I'm having a couple of problems: 1) if I put the network lines on the map it looks too flat so I think I need to apply them to a slightly larger invisible sphere; 2) when I add a blur/outer glow to the lines they do not wrap cleanly on the sphere, they kind of break up and distort. Plain lines do not seem to have this problem but objects with effects do.
I would like to design the table from the image. I am having some problems giving thickness to the snail shell. I extruded it (wasn't that pleased with the result but... it was better than nothing) and tried to smooth it. The result was a horror because there were to many edges and maya took them as a height difference.
My question is: 1. How can i make the thickness better, without all the holes? (can i create edges between vertices) 2. How can i smooth the poly without making it look like a shell covered inside with spikes.
We are currently in the transition to Annotative Annotation (Dims, Text, etc.).
One obstacle that i have not been able to overcome are graphical elements where I need their thickness to adjust to the viewport scale. Graphic elements like (MatchLines, Property Lines, Limit of Work and Set Backs) these all have thickness to display prominently in our drawings.
Currently we are making duplicate copies of these lines and adjusting thier thickness but this defeats the purpose of having annotative lables etc.
I would like an annotative line with a thickness.
Ex. a 12" thick line thru a vport with 1/8" scale will print at 1/8" but the same line thru a vport at 1/16" will print at 1/16".
We would like the the line to maintain it's printed thickness (1/8") no matter the vport scale.
I have tried using the Line Width Display but that just makes a mess...obstructs the dwg when zoomed out, rounds the end of dashes etc.
I have a picture of a pear. One line marks the different colors between the pear and the background, one line parallel to the first one .I used vectorization, technical drawing to have the lines without problem. I would like to know how to determine the thickness of these lines.I would then later color the differents surfaces.
I am creating helicopter and when I am working on propeller, i am actually copying blade of propeller six times. Maybe to duplicate that one model in special form?
I need to make lines of different thicknesses, with arrowheads. However, when I increase the line width the arrowhead should not be proportional. It need to stay a bit smaller.
Example: if the line is expanded to "Thick 3", I need the arrow keeps equivalent to "Thick 2" - for aesthetic reasons.I can do edit as I show in the bottom of the sample picture.
However, I need to build HUNDREDS of arrows of different sizes.Is there any way (Macro function?) permitting I enlarge/reduce line thickness and allowing me to edit the arrow without changing the line thickness?
Important Note: Is not enough I edit some arrows and save them as a kind of Template, then import them to work. The arrows have different ways in thickness and may be straight, curved, winding, etc.. Hence the need to edit the edges easily.
I have an artist who draws for me and he sent a profile sheet of some different heads to use on the body's already created.
PROBLEM:
When I import to Toonboom animation the image files Are in large scale and when shrunk down the match the body the heads lines are thinner than the body's line thickness.
Question:
Is there a way to import the image or scale it down prior to importing so as to keep the same line thickness?
I want to know if there is a way I can vary the thickness of a paintbrush line in Photoshop without having a tablet. I've done it before in Freehand by toggling the number keys, and I'm hoping that there is a similar way to do it in Adobe programs.
Anybody have any clue or should I just go ahead and invest in a tablet? I've got a lot of control with a mouse so accuracy isn't too much of an issue.
Mean I finished my sketching and see some part of the pic that strokes need to be thinner or thicker. I saw this article some where on the net long ago but can't find it
I have been banging my head against a wall for a while now trying to get this corridor surface to form properly. It wont seem to triangulate properly from where I have copied the intersection into the East-West corridor.
I would like to create surface from contours and extract points (with value) from on it. I had contours in my drawing; each major and minor contours are single polyline with elevation (Z value).
If I create surface form CONTOUR, some polylines (major or minor) are not included in to surface. After the creation of surface, I tried to erase the existing contour lines (Polyline) from drawing but the surface will be disappearing.
If I create the surface from ''DRAWING OBJECTS'', I'm not able to select the polylines (attachment 01) .
Is it possible to get the line thickness down of the calligraphic and/or pressure tools in artistic media? The minimum thickness seems to be .762mm (2.16 pt or 0.03"). I use a Wacom Intuos 3.
How is it possible to view the line thickness that you have set at the drawing surface? before you polot. I mean drawing and working with the actual line thickness that you set for the layer? and i do not mean using pline