Maya Modeling :: Simple Poly Cube Smooth Function Doesn't Work?
Jun 1, 2012
after I combine a simple poly cube the smooth function does not work?I use merge edge and merge vertices but still cannot get a smooth object..I have tried saving and reopening but still cannot smooth.
I'm trying to mirror some geometry in my Maya model of Warrior.I do this by duplication special in X axis. I get the geometry duplicated..but it is also rotated around Z axis.
I don’t want this rotation. I had this problem also before on some other geometry...but I solved it with Freeze geometry. The problem was that the geometry axis system was rotated. I think this is caused whit Mudbox because I was using also Mudbox and I rotated the geometry there.
Now the Freeze function doesn’t work. The axis system is still shifted. How I can set this axis system to the one that is set in Maya? Or duplicate it whit the Axis system set in Maya ?
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.
I don't know what went wrong with that View. I can create polygon planes properly in all views but top view.What can I do to make it function again when I set up the Project.this problem occurs everytime when I set up Image Planes for the top, side and front view. URL...
Whenever I try to collapse a group of edges in Edit Poly mode there is always 1 edge that is left intact therefore creating undesired results. This doesn't happen in Edit Mesh mode, and also behaves accordingly in previous versions of Max.
Currently using Autodesk® 3ds Max® 2014 Version 16.0 commercial
I am trying to extrude a cube along a CV curve, but I seem to be running into two issues.
Here is the first one.
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For some odd reason I am not seeing the option called "use selected curve for extrusion" in the extrude window. Does it even exist in Maya 2012? Or did they take it out?
And here is my second issue.
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Since there is no option called "use selected curve for extrusion", I have to experiment with the "Poly Extrude Curve" options. But when I do....the mesh gets all messed up and it always seems to come to a point at the other end of the CV curve.
Why can I not see the option "use selected curve for extrusion"? And why does my mesh keep coming to a point at the end of my CV curve?
so this is the most annoying thing ever. I have a subdiv. i turned it to a poly (to get rid of the bloody shell in render view, i dont even know why its showing) when i did this previously, the shell went away when it became a poly, now its not. I'm new to how subdiv's work so am i missing something?
i have failed to convert this polygon to sub div. I have tried all cleaning options but it still wont convert. scene is attached. the error message i get is this
deleteInternalValence2Verts |body1|body1Shape; polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 100000 -maxEdgesPerVert 40 |body1|body1Shape; // Warning: Nothing is selected. Select objects or components to delete. // // Error: Command polyToSubdiv failed. Open Script Editor for details. //
When i try to convert Poly to Subdiv I get this message in script editor:
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 1500 -maxEdgesPerVert 32 |polySurface8|polySurfaceShape9; // Warning: Nothing is selected. Select objects or components to delete. // // Error: Command polyToSubdiv failed. Open Script Editor for details. //
It is strange, because I fixed all non-quad faces. I also tried all cleaning options with no success.
I'm trying to model glasses. I have completed the frame and the handle. They are different parts of the 3D object. [URL] ...
Now I would like to connect them together. I tried to choose some vertixes and use cap poly tool to cap them. But it doesn't work: [URL] ....
Then I tried to move those vertixes close to each other and use the weld tool but it doesn't work either.
I have had many problems connecting different objects together with cap poly and weld vertixes tools in the past and now I would like to know is this a bug or what I'm doing wrong?
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?
We'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.
Maya 2012 64bit, Win7..I can not convert a polygonal model to subdivision with proxy (command failed),do not see error description in the script editor. What typical problems of convertation (poly->subdiv) do you know ?
I want to Boolean text onto a PolyPipe I made. Let me include a pic for reference.
Like I said, i built the "ring" with a Polygon Pipe turned 90 degrees. Then I created 3D text. but I do not know how to "bend" the text so that I can move it over part of the ring and Boolean it through.
I'm trying to update an old drawing that has been a part of my military organization for decades that was originally drawn on some old paper.
I 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.
I created a very simple two poly object and then deleted my construction history and now I cannot seem to create a new polygon in the scene unless I turn off interactive creation.
If I choose create>sphere etc the little sign that says drag on grid appears but when I do nothing happens. I made a new scene and did the same thing and I don't have the same problem so Im not sure why in this particular scene.
Im having issues using the mirror function in the "move tool".I select mirror geometry with these options : -x, merge with original, and merge vertices.
This copies my model and allows me to adjust both sides of the model by selecting a single vertex on either side.
"Is there a way I can set Maya to also mirror my cut poly and smoother operations?" As it stands now, Only the vertex's that existed when i mirror geometry are visable on both halves.
Also my center vertices are not attached to each other. So when i try to apply smoothing to the entire model it smooths right through the center of the head, basically creating two halves. Both halves are registering as the same poly.
Searched the net and did find some official tutorials where its says the Poly mode could be toggled. Like hitting "2" once switches Edge and hitting twice toggles poly mode "off". But I don't find the option where it can be set.
I have a mesh that is made up of all quads and is a pretty dense object. I need to reduce the number of faces so can make it easier to work with and edit.
Whenever i use the reduce tool it takes my mesh that is all quads and distorts it to create a mesh that looks like the second picture above. How can i reduce my face or poly count without distorting my mesh so badly and keep only quads.
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?
I'm running Photoshop CC 14.1.1 on MacOSX 10.8.4 and I have the following problem:
The functionality 'Export for web' doesn't work and also it's not possible to open .png files. I've tried to delete the preferences 'Adobe Photoshop CC Settings' but that didn't seem to work.
i just made an animation. basicly it works like an flip book. i have 30picture laying on top of each other and turn them on after each other( it´s in a symbol).
my problem is that it run not smoth enougt. it seems like it´s too much datasize for edge. sometimes it just stops an one picture for a moment and it seems like the stage has to load the other pictures before continuing.
is there a code to preload the animation? or is there anyway to get it smooth?
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
i have problem with pan function, it doesn't work on scroll button, i have windows 7 (64 bit), microsoft wireless mobile mouse 4000 and autocad 2011, i have downloaded new software for mouse and changed wheel button to middle click and i have changed mbuttonpan to 1 in autocad, still not working.
I'm using the Morpheus rig (fantastic rig, by the way) in Maya 2014 and would like to select all of the control curve shapes so that I can place them in a display layer (an easy way to turn all the NURBS curves on the rig invisible without turning my parented props invisible, too!).
In order to do this, I cannot simply shift-click all of the control curves. I need to select all of these curves' shape nodes (which are appended with "_animShape"). I attempted to select them all by entering "*_animShape*" (without quotes, of course) into the Input Box, but I receive the "No object matches name" error. I also tried "select -r *_animShape*" in the Command Line, to no avail.
I do not want to have to spend 30 minutes to an hour scouring the Outliner for every single shape node (mind you, it's a very complex and sophisticated character rig!). Am I using wildcards incorrectly? how I can select all of these nodes at once?
Ever since I started to take 2d personalised icons and create them in 3d, Ive only ever known of one method to do it:
1- create a work path in Photoshop or Illustrator 2- save it as a 'path to illustrator' 3- import this in to Maya 4- select the work path then go to surfaces> plane options box. In there, I would usually go for the poly option, with quads and create a count of the maximum faces (1000) 5- hit create and I would get what Maya's best results were and simply, tidy up and remodel the surface accordingly.
Then, a friend of mine said, why dont you use Cinema 4D to do that. He showed me the work flow, and its SO much easier. Not only does the work path import into Cinema 4D, with a perfect outline of the icon BUT you can also create a poly perfectly. With no tidying necessary.
Why cant Maya do that? Or can it, and Ive just not found the best method?
Ive attached an image. The icon to the furthest left is a FBX import(created in Cinema 4D)of a final version of the 3d icon. And the centre work path is an .ai file, created in photoshop and to the right of it, is the poly model with a plane surface on it.
i'm using 3ds max 2014, i'd recently installed it, and i've problems with the "conform" tool in the graphite modelling tools. i select the mesh i want to draw on, but the tool doesn't fit my mesh how i want, it just move it around the viewport with no sense. Iwas working in 3ds 2012, and it never happend
i already searched for a similiar problem, but I did not find any.. I'm new to 3ds Max and im using 2014.
I created a spline from a shape, which is the upper spline. The lower spline is created by the create line option. With refine i added a few vertexes.
Now i want to connect the vertexes but it doesnt work. The only 2 vertexes that are connectable when i click on connect (a little + appears when I hover those vertexes) is the lower right and the lower left. When I use cross section, all the vertexes connect anyhow, but not the way I want it.