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?
I was wondering if there is a way to create a group of vertices, edges or faces and somehow create a reference point or attach them to some kind of locator so they can be referenced at a later point. I want to be able to select a group of edges, model them and then move on to another task within Maya and have some kind of reference point so I can go back to the original group and not have to select them individually every time I want to work on that group of edges, faces or vertices, is this possible? I will post a picture shortly to this post so you can see an example of a specific group of edges that I would like to set a reference point or locater for.
I'm trying to assign a jpg file to an eyeball and the file (containing the retina of the eyeball) comes out enlarged, even though it is not supposed to.
I'm using Blinn Material and hypershade to bring that texture to the eyeball, but every single time I try it, it comes out enlarged (see image attached). I've made sure I click on the Planar Mapping key before I try to copy the image onto my eyeball. I've also tried modifying the size of the image on Photoshop but not luck. If it matters, I'm using Windows 7.
After selecting 2 (or more) files and right clicking and choosing Multi camera sequence from source, I drag the newly created sequence on to the time line but all I get is the two files on the time line stacked over one another. the sequence never gets created.
I would like to create a simple polyplane in the side view in Maya. When I try to do this nothing happens and the software suggests I start on the grid but you cannot see the grid in the side view.
I was wondering if there is a way to cut out geometry using a texture map.
So lets say you have a quad thats uv mapped. you apply a black texture with a white dot in the middle. Is there a way to cut that circle out using a method that just aproximates the shape?
I would be using this for complex stuff. I understand its a crazy question but I figured no harm in asking. The only thing I know to do is to apply the texture and then in the viewport just hand cut. But its a lot of stuff to cut so i'm open to any shortcuts and tips.
We have some serious problems by creating assembly drawings with reference geometries in inventor 2010. Our target is, to create a drawing that look the way, the attachment shows (Picture-1) The sheet metal plates Pos 10-100 are an assembly. And the assembly in the back is the reference geometry. It’s a frame consists of steel sections. What we want: 1. The frame must be phantom lined in the idw. 2.
The Sheet Metal parts must be thick lined. 3. The Partslist of the Assembly should only contain the sheet metal parts and not the frame We have some ideas to solve this case, but each of them is nor perfect (please see the attachment Box.pdf) And there’s another problem (described in part 3 of attachment), we cannot position viewports or drawing elements to each other exactly. You have no possibility to give them dependencies. Also if you want to position symbols to each other. All of them are only near to be exact, but that’s a big problem. If you change contents of a viewport, another should be aligned to it, but that doesn’t work.
I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.
I have an iCopy solution that when resized smaller than the master some frame members no longer reference existing geometry (and aren't needed).
Is there a way to delete these with an iLogic rule? Curtis has a neat solution for sick constraints, I was hoping to use the same type of rule, but I'm at a loss as to how to reference the frame elements.
In an assembly document, if you want to project a sketch from one part into another, you go through these steps:
- select the part
- edit the part
- create a 2D sketch
- select the plane
- select project geometry
- select the sketch in the other part
- finish sketch
This creates a reference to the original sketch, so if I move the original sketch the new sketch will also move when I hit Assemble.
I am trying to do the same through the API, so I create a proxy for the original sketch and a proxy for the new sketch. I then use the AddByProjectingEntity method on the new sketch proxy passing the original sketch proxy.
This works for projecting the sketch, but it doesn't create the reference, so if I move the original sketch the new one doesn't move, even if I hit Assemble. How to create this link between the two sketches?
How can you force the geometry of reference parts to print behind to print behind your visible parts. I have my reference parts print out on a light gray layer to be shown indistinct on a drawings, but it prints over my object lines in effect hiding them. This is even true if a reference part is hidden. Then hidden line will print over the object lines as well.
I am having trouble with Iparts getting a red cross due to dimensions and constraints to unresolved reference geometry. If, for example, I have Hole 2 dimensioned from Hole 1 in one member and in another member I suppress Hole 1 and Hole 2 I get an error stating (correctly) that the sketch for Hole 2 has a "Dimension to unresolved reference geometry". I understand why I should get this error if Hole 2 was unsuppressed and Hole 1 was suppressed but why do I get this error when they are both suppressed.
If I get this error on a member that has these two holes suppressed and I switch back to a member that has them both active the error dissapears. I guess in the end this is a question for Autodesk. Can you set up Iparts so that when a feature is suppressed Inventor completely ignores it instead of still trying to resolve it. This functionality is a major headache for us because we don't want to leave models with the Red Cross on but if we want to dimension our features appropriately (ie referencing other, related features) we have to leave a model with errors in it.
See attached part. If you switch within the first 2 members there are no errors, if you move into the last 2 members you will see the cross highlight.
Is there any way to create a single line stick type font in inventor. Everything comes in as a box type which is not ideal for selecting geomety once imported into cam software for machining/engraving. The model text will be extruded/embossed, but it it possible to get single line text in a dwg or idw that will import into cam software. It would be nice to be able to import the text from a inventor dwg,idw to a different level in mastercam to save time from having to redraw all the text in the cam software.
I am trying to place a simple Ifeature, its basically an offset from reference geometry but when I place the ifeature it offsets the feature the wrong side of the line.
Tricky one to add a title for but if I am resizing an object precisely using the W Value and H Value fields, for some reason the size I enter then changes. So, for example, I have an object that is 57.15mm wide. I then change that value to 57mm but when I click return it then changes back to the 57.15mm value. This appears for all other values. So if I change it to 60mm it then changes it to 59.972 mm
Not really sure what setting I have that's making it do this. My document is set up in mm.
Is there anyway to export an OBJ sequence from Maya 2012? I found an old script for it but it is not compatible with 2012. I want to be able to export an animated OBJ sequence to use in Trapcode Form as a base shape for a particle system.
I'm making a surface out of contours. The problem is the contours have the elevation listed under object information, not geometry (the contours were brought in from a GIS file, which I do not have access to, or I would bring them in again with the elevations properly assigned, this is not an option). How can I quickly change the geometry elevation property to match the miscellaneous property?
Windows 7 x 64 bit NVidia Quadro 2000 Dual Monitor 6.00 GB RAM Intel Xeon W3550 @ 3.07 GHz Civil 3D 2013 SP 2, Civil 3D 2012 SP2, Civil 3D 2011 V3, Civil 3D 2010 V3
In Maya, how do I do a transformation sequence. my plan is to have the character transform into a tiger human hybrid that is at least twice the size. (also its texture changes as it morphs)and can there be a bone rig that grows along with it?
Say I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.
A collegue of mine will save a file in Maya 2012 (a character model) yet, when I open the file, I only see the cameras and image planes. The HUD shows zero faces, verts, etc. When he opens the same file again, all the geometry appears.
I've tried deleting all preferences. I was working with the camera originally then suddenly the keyframes wouldn't appear as red lines (there was only 1 camera) and appeared blank, i deleted these 'blank' keyframes and ever since I've been unable to play the entire camera sequence, the timeline simply sits at 0. I've tried a new camera with it's own keyframing but to no avail, it refuses to play.
edit: I just tried in a new scene also, same problem. It's making it near impossible to preview animations in real-time.
why my video plays faster than the set animated sequence i have saved in the playback preferences. I have a camera on a motion path and have slow the playback speed to 3fps yet when i play the avi video in quicktime after it's rendered it plays much faster.
I has finished my model and mirror it to different axis and save my project, than closing my maya to go to sleep,Today, i'd like to re-modeling some shape in my dinosaurus eyes.So i would like to delete all the faces in the left side (axis -x ) and re-mirroring again after finishing the reshaping in dinosaurus eyes.
When i delete all the face (axis -x)The shading geometry in the Interior of dinosaurus mouth suddenly Dissapears. (and leaving only the Wireframe !)Whereas in the other parts , the shading was work perfectly.I Tried to Redo, but it still happens.