Is there some way to make the Scale Tool stop when multiple selected verts or edges are aligned, like in Max? I've noticed that you can overshoot when trying to align this way. I suppose there is always snapping to grid..
Is there a way to do this? After perusing some threads on creating edges from vertices, the "Create" tool under "Edit Geometry" doesn't seem to solve my issue. In Blender, you can create a face by selecting at least three vertices and pressing "F". Is there anything similar to that feature in 3DS Max?
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 locator for.
When I am selecting objects, even in object mode I am getting this onslaught of bright yellow vertices, as though I had vertices selected in preferences or hotkeys... but I don't. All that stuff is off in my preferences. I can't seem to make it go away. Can't see faces for all the vertices cluttering up the view. Happening in all the panels.
My problem is that i have a curves but i need to add more vertex in it and i now that is possible but i forget how and another thing if any tutorial about curves and manipulate.
I noticed that when a face is selected, vertices and edges in the near vicinity glow orange, and are affected when the primary selection is translated/rotated. Is there a way to modify only the primary selection without any secondary effects?
I know in other 3D modeling software it is possible to transform individual faces without deforming the surrounding geometry. Is there a setting that I need to change?
I worked for some time with the free program blender to create my scenes and objects. Because I want to study the subject 'Technical Directing' I started learning how to work with Maya, the more "professional" software.
Although I read through the considered topic of the GettingStarted tutorial, I've still a question to you:
How can I create a face between already existing vertices? This would really improve my workflow.
Is there any other method for scaling an object in it's position using the vertices?
For example if you modeled wires or cables or bars and deleted the history but now you think they are too thick or too thin and you want to scale down without compromising their positions.
Look how I found 2 solutions, the cluster option takes more time.
I could not make a single cable on a floor thin out uniformly with the scale tool option. It did work with cluster on each bend but is a bit tedious.
lets say I marquee select the vertices on a cube in an orthographic view (top view or side view) only the vertices facing the camera get selected. And to clarify, CAMERA BASED SELECTION IS TURNED OFF. Also, not sure if it is related, but backface culling in preferences is also turned off. This usually will not happen in perspective view; but yesterday it did start happening in perspective view as well. And even more strange, it does not affect all meshes in the scene. Only some will react this way.
This bug only recently started happening and it is driving me nuts. I have been running 2013 on this machine since it was released, but not until recently did this bug start to occur; so I am wondering if I accidentally turned something on/off?
I'm having a huge problem trying to select the vertices both in the front and the back of my object. I am familiar with backface culling, and the option is not working. I have tried toggling backface culling in the viewport, preferences, mesh component display and polygon display options. None of these options work. I want to be able to select all the vertices on a model, regardless of certain objects/faces being in the way. However, if there is a face in front of the vertice I am trying to select, Maya won't let me select it.
I'm trying to snap a head with it's neck with the merge edge tool, but somewhere along the way, the edges lost there border edge characteristics and now I can't merge the edges. Is there a way to make the edges back to the way they were?
I'm working with a polygon plane and I've moved the vertices on the edges to where I want them. Now I want to set all the non-edge (interior?) vertices equal distance apart from one another. Is there a function or an easier way to do this or do I have to do it manually?
Is there a way of scaling or transforming vertices uniformly without having to clean up some of the vertices afterwards.The closest attempt I have got is to switch the move tool to normals but this still requires a bit of straightening up afterwards.
I am trying out Maya 2012 and when i select faces or vertices and try to move on individually, the whole model move. I don't need that, i just need to move the face or vertice alone not the whole image. Also is there any way to download tutorial and installing it into Maya 2012. where i am working with Maya 2012 don't have internet to browse right away.
I am trying to model the following simple structure:
I made this example by creating a new polygonal cylinder, rotating the top edges that are to the right of the x-axis and repositioning the affected vertices afterwards, but doing it that way just doesnt feel right, it seems too unclean to me.
I would like the affected vertices to only move on a given axis when rotating the edges, so I dont need to reposition them after the rotate operation. I tried to illustrate what I mean in the following screenshot:
The edges I want to rotate are marked in red, the vertices that are supposed to only move on the y-axis are marked in green. The arrows indicate the desired movement.
Is this way of rotating an edge possible with the rotate tool or something?
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
I'm creating a face, but what I want is to have whatever happens on the right to happen on the left, instead of clicking each point to move the edges. I tried just cutting the face in half and duplicating, but I don't know how to flip second copy.
I have several edges that will not delete. There are no faces connected, so the edges are suspended in space. I can select any number of edges but when I press delete they just deselect. I don't have more then one line occupying the space, nothing is hidden, and restarting maya hasn't worked.
when I select an edge for example the edges close to it are selected as well and turn yellow and the farther ones turn red and move when I move the edge I selected. I'm pretty sure this a simple problem, like a button I need to toggle, but I seriously can't find it. How do I select individual edges?
EDIT
I found out that this was cancelled by just pressing B.
After closing a polygon hole using bridge tool, I always get disconnected edges so my question is how to do a proper bridge operation that won't end up with open edges?
i am modeling a cello.... the forward edge of the body frame is a single face. in order to bevel it, i have to select all the edges... there are lots. for reasons that surpass understanding, MAYA does not recognize the edges of a 'corner' to be an edge loop. nor will it retain the selection with a selection mode change as some apps will (ie: select face, change to 'edge select' and have all the edges selected).
is there some simple way to select ALL the edges of a face?
The image shows what my problem is. I can't select faces unless I go inside the object, but the normals point outwards, and I have double edges and verts that merge won't fix. URL...
It seems the bridge tool does not merge edges as one would expect it to. I realize that the workaround is to follow the bridge operation with a merging of the edges on either side of the bridge. Shouldn't such a common operation be done correctly?
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 .
im having a hard time smoothing the edges of my character. i tried deleting the hard/solid edge but maya cant and always ->// Warning: Border edges cannot be deleted merged yes its already merged with the body... i tried to relax the vertices but still didnt work
So, say I created a complex 2D curve, then used planar to make a surface with it, and now want to sculpt that surface to add some dimension to it. Is there any way to lock down the trim edges so they stay put? I tried selecting all trim edges, going to the channel box, and selecting Freeze -> All, but this didn't work.