3ds Max :: Adding Segment In Editable Poly?
Jul 14, 2012I don't know how to add segment in editable poly.
View 2 RepliesI don't know how to add segment in editable poly.
View 2 RepliesA simple editable mesh object, a piece of terrain, which has standard texture on it an no modifiers, just some UV's on channel 1.
Whenever I add "edit poly" modifier or convert it to editable poly, additional geometry will be created. Statistics show that only vertex count of the selected object goes up about 6x but no additional faces are generated. This not the case when check on a sub-object level, there are lot of additional faces created. I've never seen this happen, jumping between edit poly and edit mesh has been easy without any errors like this.
I've tried the same model with 2013 as well - same results. Also tried collapsing the object, removing uv-mapping, different materials, attaching the mesh to empty box, etc, garbage collection, exporting it to obj and importing - even then same thing happens.
Is there a way to recall a editable poly set and or a uvw map? It seems like I have to always re select them if if i want to modify a map.
Here is what I dont get, I have a box converted to an editable poly. With all of the polygons (faces) selected on one side, I assign a uvw map and successfully assign a map.
So I proceed to the top of the box and repeat the process and what? The entire cube takes on my "assign material to select" and I only have the top faces selected. What the heck is going on here. This is happening in 2013 and also 2012.
I have a diamond model I built (editable poly) and it is sitting on a pillow I made (garment maker, cloth- also editable poly) Ok so there has got to be an easy way to make the diamond sink into the pillow. I have been playing around with conform space modifier for hours now and I can make basic shapes change but it will not effect my ed polies and also I dont know if this is working the way I imagined anyway.
View 1 Replies View RelatedAfter performing a cut, how to create a polygon from resulting edges? Take a look at the this clip for details: [URL].......
View 5 Replies View RelatedFor an example if I create a sphere, add a turbosmooth with 4 itterations and collapse it to an editable poly again. Then when I try to manipulate the mesh by draging vertices with or without soft selection or paint deformation I get around 10X faster performance with direct3d (roughly 40-50 fps compared to nitrous 4-5 fps).
I know that nitrous is slow with pflow and animation but I did not expect it to have such poor performance with modelling?!
I have the same effect on both of my workstations. Laptop with core2 quad extreme, 12 gig ram, quadro fx3700m, win7 x64. Dells latest graphics driver. Stationary computer with Xeon quadcore, 14 gig ram, geforce 285 gtx card and win xp 64. Latest nvidia driver.
I cant solve this problem with edge selection tool, my task is to create an oil barrel and when I select the barrel with edge selection tool then press setting button next to connect there is that triangle pattern in between two lines that I don't want, how do I get rid of it?
View 7 Replies View RelatedI've been working on a tyre for a while. Now i need to model the side wall with some text on it. Because the tyre has to be printed in 3d i need this text as polygons in the model (not in a texture). So what is the best way to get a 3d text on my poly? It's very important to get an valid editable poly (from each vertice start 4 edges / an edge don't has 1 face on on side and 2 on the other ...).
View 3 Replies View RelatedIs there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
I found to model a joystick. I have created a spline mesh, and applied a Surface modifier. The next step is to convert it to an Editable Poly. Fine, no sweat there. The thing is, when i do that, Max creates a ton more vertices; so many that its blatant over kill. My Surface mesh contains only 214 verts, but after conversion, i have over 6000.
Im guessing its adding some kind of smoothing somewhere...? After conversion, the tutorial has no more verts than it did before conversion, and it looks pretty much the same.
Conversion does not add extra vertices?
Intel I7 3.8Ghz, 8GB DDR3, SSD, nVidia 460, Windows 7 Ultimate x64
3DS Max 2011 Hotfix 4 x64
When you use the cut tool on an editable poly, and cut from one vert, across the polygon, to another vert, you often get an extra vertex. URL....Some other way of cutting? It seems like this bug has been in there forever.
View 7 Replies View RelatedI create a model use lib3ds ,and import into 3dsmax2010 ,when I convert the model to poly ,the model was flattened .
View 2 Replies View RelatedIs there a way to make an editable mesh or poly somewhat transparent when a material is applied? Think of the material being a thin cloth such as nylon. You can't see directly through it, but it isn't like a thick material such as jeans etc. I also want to make this object deform like a balloon inflating, so I don't know if that will cause issues with transparency.
View 3 Replies View RelatedWhen ever i do that i get an unexpected number of edges on an object.
View 1 Replies View RelatedIs there a way to extract the WHITE edges of this Editable Poly as Spline Shapes? Then I could use the Surface modifier to convert it to a Patch object.
I know there is a "Create Shape From Selection" button on in the Editable Poly dialog. But this gives me the ORANGE lines from the control cage, not the smooth lines on the subdivided object.
I have been producing many (4k+) videos in the last two years for my employer with trial versions of x3 and x5 without issues - as my latest trial on x5 has expired my company has decided to go ahead and purchase x4. You can see examples of what im doing here URL.....
The software is muting the audio attached to my segments upon "sharing" them to MPEG 4 - HD.
I record the video on a Sony HDR-Cx110, these files save as .mts. I drag and drop these files into the editor, top and tail them with my intro/outro video and add in two layers - This is where i think the issue comes in. After i add in the two layers the audio from the main segment goes mute. Clicking on "project" allows for the audio to play with the entire project, however when i "share" the project to mepg4-hd the main segments audio goes mute again and my finished product is ruined.
Sometimes this will happen other times it will not. Also after the conversion process to mpeg4 hd has finished i can play the project in the editor with all audio, however when i play the mp4 it has produced the audio from the main segment it mute..
Quick question: I was able to make a model and her hair is poly. I'm not using the hair and fur plugin. I was able to make the hair flow by using the flex modifier but I want to add collision to it.
So when the model turns her head, tips of the hair will flow over the shoulder and not through it. I was messing around with the deflectors but I am not getting the results I want.
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
I'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 RelatedWhen preparing surveys i often use the annotative labels and tables available in Civil 3d. I am familiar with modifying label & table styles, but i have not yet been able to figure out how i can add a column to my table that contains fillable text. Because of that i am forced to create a table and then add text in paper space adjacent to or over the top of it.
View 1 Replies View RelatedI want to draw triangle in segment of polyline in segment direction.
I have target segment and center point of it:
Polyline line = ...
LineSegment3d centerSegment = line.GetLineSegmentAt(centerSegmentIndex);
Point3d centerPosition = centerSegment.MidPoint;
I can find direction of this segment:
Vector3d zaDirection = line.GetLineSegmentAt(centerSegmentIndex).Direction;
Next, I create list of points:
List<Point3d> points = new List<Point3d>();
points.Add(centerPosition);
points.Add(centerPosition.Add(new Vector3d(ZASize, +ZASize, 0)));
points.Add(centerPosition.Add(new Vector3d(ZASize, -ZASize, 0)));
And draw it:
wd.Geometry.Polygon(new Point3dCollection(points.ToArray()));
Ok, I have triangle but... it's not in segment direction, it's X-direction.
I try to rotate it:
points.Add(centerPosition.Add(new Vector3d(ZASize, +ZASize, 0)).RotateBy(0, zaDirection, centerPosition));
But it's not the same as I want.
How I can draw triangle by serment direction?
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
View 2 Replies View RelatedFlow segment label using total Flow Type travel time for each segment:
C3D 2014 SP1
W7x64; i7 8gb; Radeon HD 5700
[URL]....
how to take a segment out of a circle _ I ma sure it's dead simple but I just can't seem to do it. I need to take a 30 degree "pie slice" out of a 3d circle.
View 4 Replies View Relatedhow to add more edges to make a normal box with one segment on all sides into any shape I want.
3DS Max 2012
Windows 7 - 64 bit
AMD Radeon HD 6570M
Intel Core i7-2630QM CPU 2.00GHz, 6Gb Ram
I am basically looking for a way to get the length of each polylie segment in the overall polyline. Not the total length.
I then need to comapre these lengths. I guess I could do some math to get the values of the verticies, but is there a built in method to do this? how to get started?
In the ACR forum, there was a recent discussion about linear segments for the shadows. These are official for sRGB and ProPhotoRGB but are not part of the aRGB specification, but a slope of less than 32 is allowed in the shadows for raw converters and is used by ACR for all three of these spaces.
Does Photoshop currently implement a linear segment for these color spaces and does it make that much difference in practical photography?
I am really messing my model,.. am using 3ds max 2010,. my problem is when i render my animation in active time segment my first frame seems ok,. but as its goes on the lights looks fading or turning it off as it goes by i already check the "compute advance lighting when required" and nothings change,.. let me attach some pics.
the first pics is frame 0000, the second pics is 39th frame,.. if you take a look on white materials they turned grey,.. and in frame 200 the lights are really out i cant show them any more cause i deleted them and when i render in range (i.e.) i start in 40th frame the lights or materials came perfect but again if goes by the result fading let me attach the 40th frame using "range".
I have a sequence that I only want to export a segment of, from my marked in-point to out-point.
Where is the option like in FCP & Avid, to just export that segment? I would really like to have to not create a subclip each time I just want to export a segment.
The only way I know to remove the segment of this 3d object in between the orange lines is to slice on each orange line and select to keep both sides which is pretty tedious since I will need to do this every 3 feet over a 170 foot span....is there another easier way to do multiple mortar joints on a 3d object like this?
segment.gif
There GIMP airbrush has a problem that is gradient segment . How to set airbrush for more smooth and soft stroke without any blur effect . There i used "smooth stroke" option but it's not smooth . Gradient segments always there .
View 3 Replies View RelatedI'm sure this is a simple thing but it's driving me crazy. Every time I draw a line it gets erased as soon as I try to draw the next one.
View 7 Replies View Related