Maya Modeling :: Faces Disappear After Merge?
Jul 28, 2013This is an emergency nesecito deliver this project on Tuesday, look what happens When I use the merge is desaparesen extruded or portions of the face
View 1 RepliesThis is an emergency nesecito deliver this project on Tuesday, look what happens When I use the merge is desaparesen extruded or portions of the face
View 1 RepliesI am currently using Maya 2012 Student Version and am having trouble when extruding edges. When I click 'extrude' many of my polys disappear. I will attach some screen shots.
View 1 Replies View Relatedi'm trying to use the wire tool deformer to sculpt some mouth shapes on my character but when i turn the wire tool on the faces of my mesh around the mouth area dissapear,I can still see the wireframe but the faces dissapear, I tried to turn down the dropoff distance attribute but to no avail.
View 6 Replies View RelatedI am trying to scale faces individually inward. I extruded the faces and went to scale them but they are still scaling together even though my keep faces together option is unchecked. I tried extruding with faces together and then unchecking it but that didn't work. I also tried deleting my preferences folder and that didn't work
View 2 Replies View RelatedAs the User's Guide says: The Keep Faces Together setting can be turned on and off when using Extrude by ctrl+shift+right-clicking on the object whenever the Show Manipulator Tool is displayed.
How to use it? I tried as it said, however nothing occurred. H
(I tried by these steps: Select the object -> clicking Extrude -> clicking Show Manipulator Tool in Modify/Transformation tools -> ctrl+shift+right-clicking the object -> Extrude)
I've got a good grasp on 3D modeling and I've taken numerous tutorials to get started.I revolved a container profile from an Illustrator path and I've assigned a mia_material. It's basically a cylinder that I need to map a label onto and my problem is two fold...
1. I am unable to select faces (face mode). In my RMB popup menu, I see "Surface Point", not "Faces".
2. So then I just add the label file to the whole thing, choose Create UVs -> Cylindrical mapping and I am unable to edit, re-position and scale the image to the cylindrical faces.
I'm not new to modeling, but new to Maya. I'm trying to extrude a group of faces, but it is making me extrude them at the same angle they are at in the model(local I think). How do I change the axes to extrude the faces straight up instead of at the angle they are at?
I know this is easy in Max, but I can't find it in the Help File of Maya.
in order to get a head start on my next class, I bought the book: Introducing Maya 2011 by Dariush Derakhshani and have been following along with the tutorial projects within.
The issue I am having is probably a silly noob thing, but I can't get the selection handles (for polygon faces) to show up on a simple polygon sphere. I can see the handles on the corners of individual faces, but not the ones that are supposedly in the center of each face.
I have tried going to Display > Transform Display > Selection Handles but nothing happens. I have tried this while selecting the sphere with options under both "Select by Object Type" and "Select by Component Type" with no results.
I am running Maya 2011 on a Macbook Pro on OSX.
I'm used to being able to select and hide polygons while creating models in programs like Lightwave and Modo. It is an essential function that I can't imagine Maya lacks, yet there isn't an obvious way to do this as far as I can tell. Is there a workaround?
View 5 Replies View RelatedWe've had to re-image machines, so it's been a few days of trouble shooting new issues with re-install of Maya2012.
Installed SP2 for Vista yesterday in hopes some of the modeling issues would be fixed. But still having two issues.
The worst is each time I try to cut faces my faces in sections of model disappear. The face is there and it's closed. If I re-launch Maya then the display is correct.
The last but less of a nuisance at this time is a white display during view port changes. Didn't have this issue before. But all of our machines here on the team are doing the same thing.
I am using maya 2011. I have a simple roof, which i extracted faces from the small house (see pic1). However, when i smooth the roof, all the extracted faces went smooth individually (see pic2). How can i combine all those individual faces i extruded, to make into a single mesh or polygon, so that when i press 3, it will smooth like as in pic3 rather than individually.
View 3 Replies View RelatedI would like to edit the faces of a model I imported into Maya, but I cannot find the face option when I right click. When I create a polygon however, it works just fine on it. Is there any way I can convert the model into a polygon?
Fully sized image in attachment.
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.
i'm having a lot of troubles with a free rig i downloaded at creativecrash [URL]. I'll keep it short as i have quite a lot of things to explain: I animated my shot, and everything was ok. Now i have to shade/light/render my shot using vray, trying to create brand new vray materials; I started from my robot-character. Here comes the problems: - I can't select the polygon geometry(i asked the rigger, and he said the geometry were imported as references at rigging time). There are no geometry layers in reference or template, then there must be somthing else causing me the problem. I can access to the object via hypershade, i can click on the shape node and i can see the geometry selected, but then, when i try to access faces, i can't select them!in no way. This means i can't create selections for materials, and so i can't shade as i liked. I tried to selecte faces using the select by materials feature in the hypershade (as the character has some pre created basic materials)but again, i'm not free to assign materials where i want, and i just can use the pre-existing face selections and work on those, but it's not enough for me. [URL]
View 2 Replies View Related I'm pretty sure that 'Keep faces together' when extruding does not work correctly in 2012. Well not on my mac anyhow. If you wish to replicate my problem here is my workflow-
Create cube poly > make some subdivisions> select some faces> extrude with 'keep faces together" unchecked> Select a face and use move tool, notice that faces will move apart as they should> Now select some more faces> extrude with 'keep faces together' checked this time> select a face and use move tool> notice how face is still separate as it SHOULD NOT be.
How can I hide the measurements displayed on the faces and edges of my mesh here?
View 2 Replies View RelatedI am having both objects disappear after a Boolean Union (I am going to try creating just two random objects - a cube and a sphere - and seeing if the operation works with them).
One thing that I have thought is that the resolution of the mesh might be srewing up the operation (The sizes of the polygons in the two objects is pretty different).
So that might be a factor (when I am in Mudbox, I could try not subdividing the smaller objects as much as the larger one, so that the polygons are the same size).
when aplying mesh->boolean->difference both objects disappear?
[URL]
Im supposed to connect them like they're displayed in the picture. I did both of them separately but i just did all four to show how i want them. Im supposed to connect those two but when i press enter when im done, it disappears. Then use the insert edge loop tool to make the neck line smaller.
Both Pictures are the same. The second one just has backface cullin under display
I'm trying to extrude multiple faces, and then get them to rotate along the center of the object so that they can all sort of have the same angle radiating from the center. In the picture, the one on the top Left is my starting point. I would like to rotate those faces, for example, so that they will all be flat (picture on Right which I achieved through vert snapping to grid) but the only results I can produce are the 2 small pictures on the bottom. =(
Is this possible?
What is a good way to merge references back into a scene to upload to render farm?
View 2 Replies View RelatedIt 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?
Maya 2014 / Mudbox 2014
27" iMac (late 2012)
3.4GHz Quad-core Intel Core i7 with 32GB RAM
NVIDIA GeForce GTX 680MX 2GB GDDR5
I have a model of gums and a set of teeth. What I am trying to do is create an animation where the fourth tooth back on each side of the upper gums disappear then create a blendshape causing the front teeth to move back and fill in the gaps as well as condense the gums so there isn't a gap here either. I am not exactly sure what the best way to do this would be, I am newer to Maya. My question is; Is there and easier way to do this because once I delete the faces and have a divides mesh I go to Mesh->Seperate and select Vertex mode on both and combine the meshes manually by selecting each vertex with the move tool and while holding "V" dragging the vertex over to the adjacent vertex on the opposite mesh. The issue im having is that the width of the mesh starts smaller upfront and progressivly gets bigger as you move to the back of the gums so by deleting a middle section the two meshes dont line up. The back mesh is much wider than the front. I am also worried that when i go to create a Blendshape to transition from the origional mesh to the new shortened one that will pull the teeth back to a perfect smile. I have heard that when creating a BS both meshes need to have the same number of Vertices and after removing a section mine wont. I am also concerned because after the two meshes have been sewn using this process I am left with an ugly point of intersection all the way around my mesh that has proven difficult to blend using the 'Sculpt Geometry Tool' with a falloff/Soft Mod.
View 3 Replies View RelatedI have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip
View 3 Replies View RelatedCertain exterior walls ghost out / disappear in plan when hosting a split face. This doesn't happen on all walls, and it suddenly appears on walls that were performing fine.
View 5 Replies View RelatedI'm trying to work with some geometry imported from another software. Somewhere there's a problem with drawing precision and imported geometry gets slightly warped. For example in the attached file four points of bottom face should be in the same plane, but they're out by 0.0006mm (in this case). Similar imprecision is evident on all sides (this should be a kind of a flat panel-type object with grooves cut on sides). Is there a way to get autocad to merge faces on a solid or somehow clean it up?
View 8 Replies View RelatedIs it easier to draw out all faces of the 3d object and then merge them together later on or is there a method that allows me to be able to dimension and extrude my object as I work from the 3d space?
Say, I created a square and extruded it into a block. Then I want to look at one of the sides and poke 3 holes in it. My problem is I cannot use annotate to change the geometrical constraints on them, like if my circle is out of place or if it is too large or small.( or at least they don't show up for me.)
I'm learning about the UCS system but I thought if I moved the UCS system to the face I want to draw on and change from 3d modeling back to 2d annotation I can go ahead and annotate from that face of interest.
I have a very old model from one of our previous projects. It was previously rendered with max scan line and had standard materials on it. Now we are updating it for a HD render and updated with mental ray and arch&design material. When doing test renders there have been some very strange results, on closer inspection I have realised the models have been duplicated. They have been duplicated in exactally the same spot and are part of the same element. I’m currently trying to go through each polygon(element) and delete the duplicate but its taking an age. It was a model imported from iges format so the model is very broken up.
Any good method for deleting duplicate surfaces?I have tried xview but selecting the results just seems to select the whole model which ever method I choose.
I am fairly new to 3ds Max and I would like to know if there is a way to fix my model to get rid of the triangles within the faces. And how I may prevent these errors in the future.
View 2 Replies View RelatedI have a bit of a pickle, I am doing some models for Skyrim, I now have the mesh imported, have already done some modifications to it, but fot the parts that are going to beng I need to turn some polygons into faves(three sided) so they would bent better.
View 2 Replies View RelatedI don't know what happened, but suddenly, i couldn't see the selected faces of the object i was modeling in my viewport, just the edges
what I want to see when I select faces is this (Minute 2) [URL] ......