3ds Max Modeling :: Loft Generated Meshes Getting Twisted In All Directions
Dec 15, 2011
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 have two large meshes, an existing site and the new grade. I have tried just attaching them, but there are a lot of gaps where they meet. And in some places the existing shows through the new where they have removed grade. How can I combine these into one seamless mesh?
I'm new to Maya and am trying to bridge two meshes in the first modeling exercise (to make a helmet). The instructions said to select Select > Select Border Edge Tool and then to select the 5 border Edges on the original polygon and then the 5 on the newly created bottom part and then I am to select Edit Mesh > Bridge and to set the division to 0 and then to check Bridge. I did all of these steps but then this "// Error: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection." appears. I've tried choosing different numbers on each side to see if that is some how the error.
Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.
This is part of a project to 3D print models of cities using data extracted from public sources. I have extracted the model data for cities, but cannot get models that will print correctly. From the attached file, you will see that I created a simple standard primitive rectangular base, but there are also sorts of holes in the meshes of the cities. Do you 3DS wizards know any way to :
1) combine the solid rectangular primitive so that it will be solid through the meshes that it intersects; and/or
2) fill the sometimes hollow 3d building models so that I can print them (regardless of the interiors).
i did a 3d max building, and its all in different layers..ie.wall, floor, windows, doors etc. it is quite detailed. so there are currently 119 meshes! how do i make it so the whole building is just one solid building, without all those meshes?
Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?
Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.
why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.
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'm trying to figure out a way to reduce the size of a cylinder that is created in another program (LFM or Cyclone) and imported into Autocad. I've tried Solidedit and I can increase the cylinder diameter but I can't reduce the cylinder diameter.
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 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 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'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.
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've modeled a "twisted-in wire brush" and I'm getting graphic/model glitches. Every now and then when I zoom in on the model it becomes an abstract mess. It has something to do with the twisted wire portion of my model. It's just a simple coil (sketch: 2 circles twisted downward) feature but Inventor keeps choking.
Any twisted wire texture that perhaps I could try. I'm not quite sure how to make it myself. Plus, Inventor 2014's entire Material/Appearance library is a real dog's breakfast. What used to be be rather simple for me has become a challenge.
how to make the twisted grid effect in the background of the below picture. I am talking about the structure in the background the one starting orange on the right fading into pink than blue .Am using photoshop CS6.
I drew a very funky bracket in IV 2012. I tried using the sheet metal features but they wouldn't cooperate with the funky geometry. I ended up having to draw to sketch profiles, lofting to create a thin feature, and thickning it to material thickness. But this left me without any real bends that the unfold tool can recognize. I tried using the unfold tool (I know that's not what it's for) but it gave me some very funky geometry. I tried ripping out the lofted bends, which worked great, but that leaves me with twisted edges that the bend tool can't grab. how to either model this using the sheetmaetal tools, or how to make this thing unfold?
How has a pattern like this been achieved. They are not uniform and the same image is twisted around into different positions but evenly spaced to form a pattern.
I'm busy making a map during which I've been working with creating a line around the shape of the island and then converting it to a editable mesh. On 55 lines it worked, then on 4 it didn't. Turning them into an editable mesh gave me nothing. I don't believe I did anything different with them, though I might have set 1 point or so differently.
[URL] as you can see in the attachment. I need to scale the boot fits into the feet properly. I have tried to do that by adjusting polygons and vertex but it doesn't make a good result. I am wondering is there any sophisticated method to exactly fit the boot into the feet without any clipping and extra space as seen in the image.
the bugginess of Photoshop 64 bit CS6 Extended 3d (v13.0 x32 -- no updates since launch??) on a Windows 7 x64 workstation. It constantly crashes, renames my layers, and scenes will suddenly go into the netherworld requiring a PS restart.
However, after spending hours assembling a scene with just 3 simple postcard meshes, I can no longer affect the meshes' coordinates or sizes either by dragging or typing in numbers in to the properties panel -- after attempting a move, it shows the busy cursor for a second or two and then puts the mesh back where it started. To add insult, it adds an undo state to move the mesh back! I tried restarting PS to no avail.
I hesitate to re-assemble the scene with a new file if this is a common occurrence.
Whenever I freeze an object, either with "Display Frozen meshes in gray" turned off or on, they disappear completely from the scene. Even though they are still there, because if I "Unfreeze All" the meshes will pop back in the scene.
Almost as if freezing the object also automatically hides it, which is very problematic.
Using:
Autodesk® 3ds Max® 2014 16.0 SP3 commercial Windows 8.1 x64 Nitrous ( Direct 3D 11.0 Feature Level 11 - NVIDIA GeForce GTX 780 )
I have a number of meshes that I have applied to a single layer. I want to run these within an action but I don't want to have the pain of loading all of these meshes many times. Is it possible to merge them all into 1 mesh so I can just run the liquify command once?
[URL] I have an instrument drawing with 3d and hatch meshes and some lines. When I render the image the lines and meshes I have do not show up. is there any way to fix this? I know rendering is only for 3d objects (now that I have read up on it) but what about the lines in a drawing that you need to see in the final image?