3ds Max Modeling :: How To Connect Corresponding Vertices
Jul 12, 2013I'm playing around with modelling projections of hypercubes and am having trouble figuring out how to connect the corresponding vertices.
View 1 RepliesI'm playing around with modelling projections of hypercubes and am having trouble figuring out how to connect the corresponding vertices.
View 1 RepliesWhy won't these vertices connect?
View 6 Replies View RelatedI was trying to connect the two vertices in my model. I tried connect and cut but nothing seems to work. I am attaching an image of the model in the attachments. The reason i want the vertices connected is want to fill the are thats not solid in the image. I tried the cap option for this after selecting the border but it does some wierd stuff. It doesn't fill the area uniformly.
View 3 Replies View RelatedHow can I connect vertices with edges or create a shape. I have no edges. CONNECT button won't work. Here is the picture.
View 8 Replies View RelatedI need a scatter distribution object like a railroad.
I draw a smooth line, then converted it to spline: using sub-object "spline", i used "Outline" to give it some width. Next step, it was converted to a Editable Poly.
At this moment, if i select its vertices and call "Connect", the result is a zig-zag sequence of edges, which are very difficult to clean-up. Another way, select each pair of vertices to apply connect is similar time consuming...
Maybe the picture aid to show the problem.
How to connect those verts like a railroad??? Or about how to create an appropriate scatter distribution object to this work?
When I'm editing an editable poly and I select vertices they disappear. I'm using max 2012 design and the nitrous driver. It only happens in wireframe and hidden line mode.
Max Design 2012, Windows 7 64
Quadro 4000
Dual Xeon X5650 2.67 GHz, 24Gb Ram
Maya 12 Hotfix 2, MacOS 10.6.8
When I am selecting objects, even in object mode I am getting this onslaught of bright yellow vertices, as though I had vertices selected in preferences or hotkeys... but I don't. All that stuff is off in my preferences. I can't seem to make it go away. Can't see faces for all the vertices cluttering up the view. Happening in all the panels.
My problem is that i have a curves but i need to add more vertex in it and i now that is possible but i forget how and another thing if any tutorial about curves and manipulate.
View 2 Replies View RelatedIs there some way to make the Scale Tool stop when multiple selected verts or edges are aligned, like in Max? I've noticed that you can overshoot when trying to align this way. I suppose there is always snapping to grid..
View 2 Replies View RelatedI used to use lightwave. With lightwave I could select vertices and then press the "P" key to create a polygon from the selected verts.Now, with max I have found the "create" feature. When using an editable poly, in poly select mode, I select the "create" button and this allows me to do 2 things:
1 - I can create a poly out of nothing by clicking empty space
2 - all verts from existing objects become visible and I select the verts I want to create a new poly.
These seem like really cool tools, if it wasn't for one small detail..With "#2" if I engage the create button, and select a vert - I can no longer rotate around the object and look at it from different angles (by pressing alt+center mouse) UNTIL AFTER I have created the new polygon.
This small detail is kind of annoying because with certain intricate models, I may need to move it around to get to the next vert in line. The only way for it to work, it to make sure I can clearly see ALL verts needed for the new poly with no other geometry or objects obscuring them before starting the create button.
Is it not possible to simply go into "vert selection mode" select a collection of verts (in doing so, be able to rotate around the object between making the selections) and then after I have made my selections simply click a button or key to create a new polygon from the selection?
I have difficulties using Cloth : Some years ago I had less problems with Cloth but my characters were much taller than real characters, 2 or 3 meters high for example. Now, I have decided to use realistic sizes for my characters, hoping it would improve the result with Cloth, but it is the contrary. With my new characters, 1 unit = 1 centimeter and it is almost impossible to have a perfect result. I was wondering if it is possible to move manually some vertices within Cloth after the simulations for correcting the inaccuracies.
View 2 Replies View RelatedI am creating a outfit around a basic female model but i was wondering if it is possible to smooth the vertices of the outfit along the body like contouring it to the body instead if selecting every vertices and pushing them in?
3Ds Max 2011
Is there a way to do this? After perusing some threads on creating edges from vertices, the "Create" tool under "Edit Geometry" doesn't seem to solve my issue. In Blender, you can create a face by selecting at least three vertices and pressing "F". Is there anything similar to that feature in 3DS Max?
I'm using the 2010 version.
What I'd like to know is whether Maya can do accuracy.
For instance: Is it possible for me to select two edges or vertices and type in an exact distance that I would like to have between them.
Very fine accuracy is not required.
I noticed that when a face is selected, vertices and edges in the near vicinity glow orange, and are affected when the primary selection is translated/rotated. Is there a way to modify only the primary selection without any secondary effects?
I know in other 3D modeling software it is possible to transform individual faces without deforming the surrounding geometry. Is there a setting that I need to change?
Any way to attach instances of an object to another objects vertices?
View 7 Replies View RelatedI worked for some time with the free program blender to create my scenes and objects. Because I want to study the subject 'Technical Directing' I started learning how to work with Maya, the more "professional" software.
Although I read through the considered topic of the GettingStarted tutorial, I've still a question to you:
How can I create a face between already existing vertices? This would really improve my workflow.
Is there any other method for scaling an object in it's position using the vertices?
For example if you modeled wires or cables or bars and deleted the history but now you think they are too thick or too thin and you want to scale down without compromising their positions.
Look how I found 2 solutions, the cluster option takes more time.
I could not make a single cable on a floor thin out uniformly with the scale tool option. It did work with cluster on each bend but is a bit tedious.
lets say I marquee select the vertices on a cube in an orthographic view (top view or side view) only the vertices facing the camera get selected. And to clarify, CAMERA BASED SELECTION IS TURNED OFF. Also, not sure if it is related, but backface culling in preferences is also turned off. This usually will not happen in perspective view; but yesterday it did start happening in perspective view as well. And even more strange, it does not affect all meshes in the scene. Only some will react this way.
This bug only recently started happening and it is driving me nuts. I have been running 2013 on this machine since it was released, but not until recently did this bug start to occur; so I am wondering if I accidentally turned something on/off?
Is there an easy way to copy a line of vertices and have it create new faces on the same object?
I have a rectangle, viewing from the side, that I have already modified extensively. I simply need to create additional vertices / faces along the length of the rectangle.
• Intel i7-975 - 3.33 GHZ
• 24 GB RAM
• Samsung 256 GB - SSD
• NVIDIA GTX 295
• 3ds Max 2013
• Windows 7 - 64 bit
• SpaceMouse Pro
possible to extrude a face from selecting all the vertices that make up the face. If you just extrude the vertices the effect is undesired. and when you select all the vertices, hold ctrl, and switch to face selection it selects all the adjacent faces, not just the ones that are actually formed by the selected vertices.
Basically I would like this To turn into this on Ctrl+4
I remember seeing some one do it in a older version of Max, I'm on 2011 right now, is it possible?
I'm having a huge problem trying to select the vertices both in the front and the back of my object. I am familiar with backface culling, and the option is not working. I have tried toggling backface culling in the viewport, preferences, mesh component display and polygon display options. None of these options work. I want to be able to select all the vertices on a model, regardless of certain objects/faces being in the way. However, if there is a face in front of the vertice I am trying to select, Maya won't let me select it.
View 3 Replies View RelatedI am working in meters.
I can not seem to select vertices that are "farther" from the camera.
If I scale the object down - I can start selecting multiple verts again.
I'm new to Maya. I'm looking for the option on how to deselect these pink vertex from my model. (photo)
View 2 Replies View RelatedI'm working with a polygon plane and I've moved the vertices on the edges to where I want them. Now I want to set all the non-edge (interior?) vertices equal distance apart from one another. Is there a function or an easier way to do this or do I have to do it manually?
View 1 Replies View RelatedHow 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?
View 3 Replies View RelatedHaving an issue with joining two vertices that are so close to each other, it isn't funny!! I just need to join 2 sets and I can move on to the next portion. Why these aren't joining?
See attached pic.new_bitmap_image_3.zip
Would this be a problem when exporting, sculpting, final rendering etc. Or would i have to rebuild the edges?
View 2 Replies View RelatedIs there a way of scaling or transforming vertices uniformly without having to clean up some of the vertices afterwards.The closest attempt I have got is to switch the move tool to normals but this still requires a bit of straightening up afterwards.
View 2 Replies View RelatedI want to create a mesh, then have small spheres attached to all of the vertices, then I want to control the size of the spheres, have them different sizes across the mesh.
Would also like to know how to keep the spheres attached to the vertices as the shape of the mesh deforms/animates.
How 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 Related