Maya Modeling :: How To Close Nurbs Surface Edges After Trim
Nov 14, 2011
I've been modelling in Maya for less than a day so go easy on me!
I'm in the process of making a traffic light and have got a bit stuck on the shade around the light.
I first made a profile curve and revolved it to get a kind of cup shape. The profile curve double backs on itself so the revolve is not completely flat.
Next I projected a curve onto the side of the revolve to get the wavy shape of the light shade, and trimmed the excess off.
Now I have my lovely traffic light shape, but the ends where the revolve was trimmed are not attached. (Because I double backed the profile curve)
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.
I have created a NURBS rope with Surfaces>Extrude. I choose NURBS so that I could get nice UVs on the rope automatically, but they are actually all stretched out (see attached shot). Is there a setting in the Extrude process that could get more uniform UVs?
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?
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.
1. I've never worked with nurbs before. I have made a nurbs plane, made it live, and drew some curves on it. Now, whenever I select the nurbs plane the curves are also selected. How do I delete only the nurbs plane without deleting the curves?
2. I am trying to make eyelashes using paintfx. How do I get the paintfx hair (the eyelashes brush) to orient themselves "onto" a surface, like in the attached image?
I'm rigging a model of a robot and I have wires (nurbs circles extruded along a curve) attaching to two objects that are on different joints. I have it rigged so that when the first joint moves, half of the CVs of all the wires (in a control cluster) move along with the joint (and, in turn, the object they are attached to). This much works fine, the extruded nurb follows the curve and stays the same diameter from start to finish. My problem starts with the rigging of the second joint (the second joint is the parent of the first joint). I've tried many different ways of rigging it, but as I'm only just starting rigging my thought process isn't quite a straight line yet. Basically my problem is when the source curves physically move, the extruded surface goes twice the distance as displayed in the picture below.
I need to know how to get the extruded surface to always be in the same place as the curve with out breaking the connection.
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 just tried out to trim two NURBS-Objects (e.g. 2 Spheres), but nothing happens.If i select both spheres and go to "Edit NURBS -> Trim Tool" => NOTHING or also if i try to use Trim Tool (without any Object selected), i'am not able to select a NURBS-Object.
I've used the Trim-Tool very often, but now it's not working anymore.
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.
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..
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, in max there is a way to turn this off. So that when you select an object the edges are not visible. That way, when you select and object and have a look at it, you do not have to be distracted by the wire frame.
Is there a way to do this is Maya? I'd lke the geo to appear as flat shading without the wireframe visible even when I select it.The reason is, I want to select it, and work on the UV mapping. I'd like to make some changes to the map, and see how they look on the model without having to deselect the mesh each time I make a change and what to see it without the wireframe.
so in the texture editor. as far as i know we can only move the verts around (with F12). we can select edges, to see where they relate on the mesh, but we can't move them. is there any way to move edges of the layout??
I have been trying to figure out if there is a more efficient way of doing this for some time. It seems so basic but it always comes to play in my smoothing process.
For all you more experienced modelers, what is the best way to have the edges and corners stay at their 90 degree angles when smoothing while not compromising the roundness of the surface with artifacting or pinching in the corners. I find this problem when creating extrudes with sharp corners on curved/ round surfaces then smoothing them.
I have been having this problem for a while now that whenever I extrude or create something thats not totally smooth the edges by default are hardened. For example if I create a 12 faced cylinder it will hard edge everything including the verticle edges. Back when I first started using Maya i dont remember having to select specific edges to soften which can get very tedious and take up time.
I feel like there should be some sort of way to harden horizontal edges and soften verticle edges but I cant find the solution anywhere. Is there any way to change the default soften/harden edges?
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.