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| Editable spline vertices arent fusing or welding
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Ive tried fusing two together and welding with large thresholds and they still dont connect. Also, what is the difference between fuse and weld?
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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Seems like you cant connect splines with Y or T intersections. That sucks!!! What the F?
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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You cannot weld vertices at a “T” junction and have never been able to for as far back as I can remember. You can weld the endpoints of a Spline to form a closed shape, you can weld the endpoints of 2 splines to make 1 single spline.
In both cases you are taking 2 vertices and creating 1 vertex from them. Fuse, on the other hand, simply makes 2 vertices coincident - ie they sit at the same point in 3D space, but they are still separate vertices.
If you’re intending to add a Surface Modifier to a Spline cage (see the “Modeling a Knight” tutorial) then the vertices do not need to be Welded, they do need, however, to be Fused or the resulting surface will have holes in it.
Perhaps you could tell us what you’re trying to do? A screenshot, or a zipped Max scene, would help.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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Thanks Steve for the info on the differences. What I was trying to do was to create a tube frame for a motorcycle. I eventually just converted it to an Editable Poly after setting the spline as renderable and giving it a larger radius. The reason I wanted to join them was that the intersections where the vertices didnt fuse or weld of course dont work correctly when adding a smooth modifier. I just went ahead after converting to poly, manually joining the ends together vertice by vertice. Kind of a pain, but seemed the only way to do it at the time.
Its working ok, I just have to tweak it to make it look like a tube frame. I think what I did wrong was not give the renderable spline enough radius segments. I gave it 4 and figured turbosmooth would round it out for me. I also wanted to keep it to 4 to keep it simple to weld together.
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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Ahh - I see what you mean. Renderable Splines can be quite useful for that kind of object - making the joints manually is indeed a bit of a pain.
To a degree it depends oh how “good” you want the mesh to be - if you take a snaphot (on the Array flyout) of a renderable spline, you get an editable mesh where the different sections intersect - they go inside each other. It looks great, but you won’t like it if you’re a perfectionist.
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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That actually looks real nice. No smooth needed. Ill try that as well and see how it works. Thanks!
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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Looks alot better just using the spline raw. It looks more like tubing welded together than if it was smoothed.
"If I see that damn teapot one more time....”
3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM
Video Card: Galaxy GeForce 210 (Nvidia)
My Website: http://drmoore3d.com
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