Maya :: Convert Lofted Surface Into Polygons?

Jul 1, 2013

is there a way to change a lofted surface into a polygon?

View 2 Replies


ADVERTISEMENT

Maya Modeling :: Filling In A Lofted Surface

Feb 19, 2014

So I have a lofted surface (see image below) that I created with 2 curves. I created one curve, then duplicated it, moved it down the y axis, and lofted them together forming a shell looking object.  

What I want to do now is fill in the "hole" in the middle. How would I go about doing that? I've been looking around but nothing has worked. 

View 1 Replies View Related

Maya Modeling :: Unable To Apply Boolean On Lofted Surface

Mar 27, 2011

I have a lofted surface and would like to make a difference with another surface.

This doesn't work (Difference returns absolutely the same 2 objects instead of Object1 - Object2).

In the attached example, I would like to have a square "window" in the "wagon" shape.How can I do it ?

View 7 Replies View Related

Maya :: Convert Displace To Polygons With History?

Aug 26, 2011

There seem to be some errors in the code for Modify > Convert > Displacement to Polygons with History. My scene uses an animated displacement map, coming from an image sequence. The displacement works as advertised, but I keep getting execution errors. Here is the code for the offending expression, which was created silently when I issued the conversion command:

if(!Disc1_MeshShapeDisplacement1.disableDisplacementUpdates){
updateAnimatedDisplacement( "Disc1_MeshShape","Disc1_MeshShapeDisplacement1","displacementShader1.displacement");
}
//Setting the following attribute here dirties the mesh so Mental Ray updates properly
Disc1_MeshShapeDisplacement1.featureDisplacement = 0;
//The next two lines cause the expression to trigger when editing attributes that affect the displacement
float $dummy = displacementShader1.displacement;
Disc1_MeshDisplacement1.inheritsTransform = true;

The only way I can stop the constant error messages is to comment out the code or disable expression evaluation.

The error messages are annoying, but I can live with that. The real problem comes when I try to select keyframes in the timeline. I shift-drag across keys to select them, and they highlight at first, but then the highlighting immediately goes away. I am forced to use the Dope Sheet instead. Disabling expressions doesn't work, so I don't know if this problem is related to the displacement expression or not.

Displacement in Maya has a very bad reputation, and based on my experience, it's well-deserved. Another issue I have is that after conversion with history, multiple shape and transform nodes are visible in the Outliner, and it is not clear what's going on. The documentation for this feature is only two lines long, and does not explain anything. Apparently there is a pre-displacement shape and a post-displacement shape in the scene, sort of like how nCloth has an input and output mesh. But with displacement w/ history, users get no guidance on how all of this is supposed to work.

View 1 Replies View Related

AutoCAD Inventor :: Lofted Surface Transition

May 1, 2012

When creating a loft between two curves, I am not able to control the top and bottom portion of the surface created, I have joined a picture of the part and my IPT file with the problem I got.

View 9 Replies View Related

AutoCad :: Can Trim LINE To LOFTED Surface

Jun 30, 2012

Can you create a wireframe mesh consisting of lines or splines out of lofted surface?

View 3 Replies View Related

Maya Modeling :: Shading And Polygons

Nov 30, 2011

I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:

First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.

Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.

I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.

View 1 Replies View Related

Maya Modeling :: Converting NURBS To Polygons?

Nov 5, 2012

I have converted a NURBS object into Polygon Object, however it has still kept the riginal" NURBS object. How do I take the visibility off the NURBS object?

View 1 Replies View Related

Maya Modeling :: Converting Polygons To Subdiv

Jun 21, 2012

i have a problem converting polygons to subdiv .when i convert i can only see the object like in wire frame and when going back to polygons i get the same issue.i get this error "// Error: line 0: No object matches name: polyToSubdShape4.

View 3 Replies View Related

Maya :: Clustering Of Paint Effects On Polygons?

Feb 11, 2012

my problem is that when I make a polygon paintable and try to paint on it, my paint effects don't go where I make contact between the brush and and polygon. they tend to cluster around one node whereever I paint the polygon.

View 4 Replies View Related

Maya Modeling :: NURBs And Polygons Not On Same Scale?

Feb 1, 2014

i was creating a simple character(blobs withen blobs). It was going pretty good until i camme across an issue that i can't seem to fix. I first had his neck as a nurb but i realized to do what i wanted i would need to deleted a couple faces so simple create a polygon the same size and shape. So i draged the nurb over clicked create polygon and i made it. The issues was that i can not seem to get them the same size i went to the channel box and typed in the same numbers for size. It was similiar but, was off the entire object was too big. I tried extruding it to match the same rough height and i got that nurb was on a scale that was about 1.626 times larger this. I forgot to mention that i am running maya 2014 student edition.

View 2 Replies View Related

3ds Max :: Convert MrProxy Objects To Polygons?

Dec 22, 2011

I've create a large scene with a lot of mrPoxy trees. I realize now that I need a velocity map and some volumetric lights for post, and the scanline render seems like a better option. Is there a way to get these mrProxy objects to render with the default scanline engine without changing there position?

View 1 Replies View Related

AutoCad 2D :: How To Convert Polylines To Polygons

Sep 20, 2012

On my file I have some polylines that are the streets. So, they look like rectangles and curves, etc. I am working also on a 3D Model, and what I have to do next is to extrude them. The problem is that those polylines are not polygons, and so, they are not solids when I extrude them. I tried to use the command BO but it says that the lines are not closed, and I checked with OSNAP and they are! Is there any way to convert those polylines into polygons?

View 2 Replies View Related

Illustrator :: How To Convert Lines To Polygons

Aug 29, 2012

I am building a compass rose by using the star tool with 4 points and adding straignt lines from the end points to the corresponding end point.  Ultimately, I'll replicate the whole image with some scaling, copy it 3 times, and rotate each 22.5 degrees to create the final rose.
 
I want give some 3D effects by shading half of each point on the star but it's actually a polygon (the star) with a straight lines splitting the points.  To shade I need to have the star actually be 8 triangles that I can fill (4 of them).
 
Other than tracing to create one of the triangles (and then do some replacation and transforms to locate) is there another way to convert to star polygon and the straight lines into the triangles?
 
Using CS5.

View 8 Replies View Related

Maya :: Model Flashing Polygons In View Panel

Feb 23, 2012

I have a couple of students whose models are flashing polygons badly when I orbit the panel. It kind of looks like when you have two polygons residing on the same plane, but I checked and that is not the case. The flashing stops when I zoom in on the model. When selecting an object, it becomes transparent (when zoomed out a bit).

The students said this occurred after they brought their model into the student edition, which they have at home, and saved it.

I am at a loss, and visually it is really bad. The renders are fine. Some of their objects have some modeling issues, but the flashing occurs with all objects, even simple ones.

View 3 Replies View Related

Maya Modeling :: How To Join Edges Of Two Separate Polygons

Jul 1, 2011

I'm brand new to Maya just started last night. I'm trying to join two edges of two seperate polygons to achieve one nice smooth edge. I select the merge edge tool and select one edge - its all good - then I try to click another and nothing happens; and ofcourse when I hit enter it says select more than one edge .

View 2 Replies View Related

Maya Modeling :: Extruding Faces On Polygons / Smoothing Them

Jan 17, 2012

I am having a problem with extruding faces on polygons and then smoothing them. Maya does not seem to want to keep my faces together, and instead, splits them up.

I extrude without smoothing and it looks fine, but after smoothing, everything splits up.

View 1 Replies View Related

Maya Animation :: Copy Polygons For Only The Head To Model Into Blendshapes

Jul 7, 2011

We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.

Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.

View 3 Replies View Related

Maya Animation :: Edit Joint Weights Without Having To Deal With Amount Of Polygons?

Jul 26, 2013

So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
 
[URL]....

This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.

View 1 Replies View Related

Maya Modeling :: Fill Hole With Polygons Then Clean Up With Split Polygon Tool

Aug 20, 2012

I am building some geometry and need to fill in this area, (ie fill hole with polygons then clean up with split polygon tool) but I am new to nurbs and am trying to do this model with nurbs. I usually use hull mode and move the hull down into the piece of geometry, but it won't move correctly that way.

So in the picture below i am trying to fill the red area and have it go into the green surface. The curvature of the green area makes it not line up correctly(ie fitting to the curvature of the green surface) when using the "moving hulls" approach. I was seeing if there was an easy way to go about this.

View 1 Replies View Related

3ds Max Modeling :: Convert To Edit Poly Turns Random Polygons Black

Dec 14, 2011

I don't know what is going on but it is getting on my nerves. I created an OBJ file for my Glock model that I'm working on and re-imported it into 3ds Max to remove any five sided polygons. 3ds Max fixes them automatically this way. This fixed model won't export as an editable mesh, it gets stuck on "preparing polymesh for poly export" and I have to ctrl/alt/del to shut the program down. After some research, a few boards say to change the mesh to a poly. Tried that and I have random black polygons appear and I don't know what to do to fix it. I've attached both the file and an image to this post. The glock on the left is my original model and the one on the right is the OBJ I imported to have four sided polys throughout.

View 4 Replies View Related

Maya Modeling :: Polygon Split Tool Does Not Split All Polygons

Sep 2, 2013

I made all my polygons with the same technique but somehow interactive polygon split tool does not split all polygons... I attached a file with which I have problem. Split tool just "disappears" after submitting changes... 

View 1 Replies View Related

AutoCAD Inventor :: Convert Surface To Solid Model / Turn Off Yellow Edges In Surface Model

Mar 4, 2008

We received a surface model from a vendor that I have patched up as best I can, it still has one hole that I can find that I haven't been able to fill. Ideally we would like to have a solid model, but I'm running out of time to get this done and the surface model we have would be good enough for our purposes IF I can get the yellow surface tangent lines to turn off or change their color to black.

I've attached a jpg of the surface model with the yellow lines and uploaded the model here: [URL].....

View 9 Replies View Related

Maya Animation :: Animating Cut Into A Surface

Nov 13, 2011

I need to animate removing material from the outside of a wooden bowl. Here is a video of what I'm trying to do: [URL]......

I've been using a Boolean difference, but I keep getting weird errors, such as random polygons being deleted and the entire bowl disappearing.

The original bowl was modeled in SolidWorks and I've tried importing it directly into Maya using a plug-in and also saving it as an .fbx in modo then importing that. Neither way of getting the file into Maya has worked.

View 3 Replies View Related

Maya :: Move A Water Surface Using Sound

Apr 24, 2013

Is there any sound effector in Maya? I want to move a water surface using sound.

View 1 Replies View Related

AutoCad 3D :: Convert Surface To Solid Possible?

Mar 3, 2013

Is it possible to convert surface into solid in AutoCAD 2002?

For example, can I convert these five surfaces into a solid pyramid?

If yes, what is the step to do it?

View 9 Replies View Related

Maya Modeling :: Apply Visor Brush On Whole Surface?

Apr 1, 2011

Is it possible to apply a visor brush on a whole surface ?

For example, I would like to put grass on a whole plane directly, without having to use the brush to paint the object.

View 7 Replies View Related

Maya Modeling :: Smoothing Corners On Rounded Surface?

Apr 19, 2012

Any way to fix this (Picture 1) in either at the poly or subd stage. I have experimented with bevel and can reduce it but is there a way to smooth it out completely.

View 1 Replies View Related

Maya Modeling :: How To Fill Isoparm Or Cap NURBS Surface

Sep 24, 2013

How to fill an isoparm or cap a NURBS Surface? I have a simple NURBS surface, All I am trying to do is reate anotehr surface using the end isopalm.

View 2 Replies View Related

Maya :: Cannot Create Wireframe Rendering Of Geometry With Surface

Apr 16, 2013

Everything is working great in Maya 2014 except the following two issues.

PROBLEM #1: Create geometry (eg., polygon cube) in Maya 2014 and save scene file. Start Maya 2013 and open the file created in Maya 2014. The file won't open and prints "// File read in 0 seconds. Warning: line 0: swatches file depend node not found, icon discarded: defaultRenderLayer //

Is it not possible to open a scene file created in Maya 2014 with earlier versions of Maya?

PROBLEM #2: Cannot create wireframe rendering of geometry with surface Shader + mib_ambient_occlusion as in earlier versions of Maya.

View 3 Replies View Related

Maya Modeling :: Create Geometry On Surface Of An Object

Jun 21, 2013

I have used Quad Draw to create geometry on the surface of an object, this geometry and its pivot can be seen in picture 1.I then try to mirror this geometry to the other side of the object's surface using the settings shown in picture 2

I get a mirror, but not based on the pivot, but it seems the mirrored geometry wants to be attached to the original drawn polys as shown on picture 3. Could it be a bug or is this how Quad Drawn objects are intended to behave?

View 2 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved