I am looking for a way to deform an object using splines, i know you could do it with a path constraint but i dont want it to travel along a path i just want to be able to deform it with a spline,
If I have imported a large multi-spline object, is there a way to bust it up into separate splines easily -- without having to detach each one individually?
I am trying to use a spline to deform hairs on a object.
I have 1 editable spline, with multiple splines attached to it(1 spline which has been rotated), but when I use it to comb the hairs, it will only take 1 or 2 of the splines, so it all goes in 1 direction, rather then all outwards from the center, like the splines are.
The splines are all the same, all in one shape, and all have the first vertex in the center.
I have tried re-creating the splines, but it comes out the same.
The MEIS document for 3ds max URL...., in the Compositing module talks about using the paint tool.. "demonstrate basic paint operations using the paint tool"
the object paint or object deform paint utilities? You cant actually "paint" 3D models using 3ds max can you? the reference they say to look up is "paint" and when I look this up in 3ds max help, the object paint and deform paint tools are all i can find.. So are these compositing tools?
Is there any way in photoshop or with a 3rd party plug-in to duplicate an object on a layer along a path so that it conforms to the orientation and possibly deforms accordingly? I'm working on a fish scale texture that has scales of varying size that flow in different directions depending on the location on the body. As of right now I've crudely grid warped a tiling fish scale matte I made to define how I want the scales to flow. I'm using this as a guide as I individually place each scale.
I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
I’m trying to attach my deform text to my gear and make it permanent. what I was trying to do was get the text to curve and the only option I see that makes it curve the way I want it look is deform path is there another I can it I will post picture what I’m trying do and did see any video YouTube how to curve text
I am trying to make 1 object out of 3 closed splines. I am a max user and this command is called Attach inside max. I am presently learning Maya as my new job require the rigging to be done inside Maya and instead of exporting my controllers aswell learn how to do it in Maya...
I'm just starting a new project and I've become a little stuck. What I'd like to do with Photoshop is to bend this (or another more suitable image) of a running track to fit:
a) the extrusion of the 3D type below or; b) the road of the mountain pass
How would I go about doing this; is it something to do with creating paths and then warping it onto the path? I don't know quite where to start.
I am trying to bend the blades (fans) to form a curve blade. However, I've failed again and again - unable to deform it.
For more information, please take a look at my dummy image and an image from the web (which I found). I am using Autodesk 2010. Or how to deform the blades from another version.
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.
I have a small problem trying a wave to deform my objects properly. I have to make a "repulsion objects" project, i use several duplicate cubes and i apply to them a wave deformer. But i would like that the deformer could move just the entire objects or polygons , not the points because i want the upper face plane and the wave deform the points like i was making a jitter.
I have tested also the displacement direction of the wave with no results. Is there an easy way to make it?
I want to do something similar to the "past into" command.. but i want the pasted image automatically deformed so that it contours the border of selection.
Is 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've got a Mesh which consists of several Helixes with regular Tubes in between. They are all welded together, so it is one long Mix of Helix and tubes. In Animation, the amount of Turns in each Helix needs to be changed (from 0 Turns, up to 50 e.g.).
First I attached bones to each helix, but strechting the bones only leads to stretch the Helix - not reducing the Turns. In another attempt, I took a regular Tube with a Path-Deform-Modifier and a helix-spline, so I had good control of the Mesh, by changing the splines-parameters. But since my Mesh consists of several individual helixes, I cant use it cuz i can only select 1 spline in the deformation-modifier.
I am always having a great problem while modeling knees and elbows. Some people say put three loops on knee and some people say put 5??.. If i put too many loops then it collapse while deforming and when i put less then it won't deform properly...
I just want to Know is there any effective topology technique for knees to deform naturally and which should look realistic while the character is on squatting positions.
i used to do a lot of spline extracting from geometry, mostly to use sweep modifier to modeling. But i usualy got a problem when i do that, some of the splines are "flipped" (or reversed), causing a problem in sweep geometry. In attached image, i extracted the splines from the faces below, and when i apllied the sweep, some of the splines get a different result. I tried to collapse the spline, reverse, flip the geometry normals, reset xform, create another spline and attach the extracted one, and nothing solved the problem. What i usualy do is to detach part of the spline and apply the modifier twice.
I have recently decided to restart on an older project, made in some older software long ago, a somewhat simple racetrack.
I decided to load this model into 3DS, and modify it to add several alterations and some heavy modifications. In order to retain it's original shape. I had decided to convert it to a Spline. According to my plans, this was the best solution, apparently.
And that's where the issue settles in. Due to the fact that the model was triangulated, when I selected the "Select Edges" and "Convert to editable Spline", the model became a skeleton of it's former self, and when you delete the un needed vertices the remaining spline consists of many un connected points, thus making Path deform and Sweeping impossible.
I cannot weld the vertices together, every attempt made thus far had been un productive, the vertices remain un connected and un usable.The spline in question can be viewed in the attachment.
I have a drawing of a map full of polylines and some splines. I want to somehow select or show only the splines for then to convert them into polylines to make them ready for laser printing.
The drawing has thousands of lines so selecting one by one to see if its a spline will take forever.
I have topo contours that are splines. I want to flatten them so they become polylines that I can give elevation values. When I flatten some, portions of the topo lines become circles.
is any way to import splines into 3Ds Max without using Adobe Illustrator. I have Sketchbook Designer and Inkscape, and the DWG/DXF files they produce do not import into Max.
I have 3 scientific waveforms, made into splines , from X,Y and Z data. Basically 3 long wiggly lines.
I wish to visualise the data by modulating a spheres surface in 3 dimensions so that the X data creates wave on the surface of the sphere running along the x-axis , the Y data along the Y axis and the Z along the Z axis. All the data (splines) will interfere and modulate with each other across the surface.
I have spent a couple of days looking at nurbs and lofting but cannot even get close to this. They all only allow splines in 2 dimensions to interact and nurbs cannot cope with the data volume anyway.
ps i can obviously extrude the 1d data or lathe the data but each only makes 1 or 2d surface interaction. The attatched pic is each one of the data splines made into a sphere using a 180 bend and lathe. This isnt exactly how id ideally have it. I need all three joined into one shape.
I'm trying to create a surface between 2 splines. See attached image. I normally do this in AutoCAD very easily but I I'm playing around with the Max modeling tools.
I have tried drawing a spline between them and using loft. But the loft surface does not go between the two splines.
I have tried drawing a spline between them, converted them to nurbs and tried a number of the nurb surface options such as 2 rail and ruled. But they both create a surface but the surface does not go the full length of the splines.
I am using Autocad Map 3D 2011. I am looking for a way to edit multiple splines at once similar to the multiple pedit command. I need to convert them to plines. I have been selecting them one at a time, typing p, enter enter enter, selecting the next one and so on but it would be a time saver to be able to select multiple splines and have the "convert to pline" command work on all of them. As it is, if you select more than one it only acts on the first selected.
Is it possible to match the ends of two splines (whose end points are coincident) such that there is tangency between them. This would require the end control vertex (CV) and preceding CV for each spline to become aligned? I have explored the SPLINEDIT options and see there is a FIT DATA option that leads to TANGENTS option but I'm not sure how this works and whether it will give the desired effect.
Got a strange problem when copying geometry that contains splines between drawings.
The image below shows the results, the white dashed line shows the copy result, the blue dots are the control points, and the red line shows the copy input.
It seems that the control points are correct, but the tangencies of those points, or control vertices are WAAAAAY out.
I also get the same result when inserting the geometry as a block..