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Trouble connecting a particular vertex.
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  • B Tank 88
  • Posted: 28 February 2009 07:14 PM
  • Location: Newcastle upon Tyne
  • Total Posts: 17
  • Joined: 23 February 2008 06:04 PM

Hi guys,

This one vertex is giving me a lot of trouble. I am basically trying to fill in the gap with a new polygon, I can connect all other vertices around it except the one pointed out.

What my be wrong? If theres another practise I could use please let me know.

Image and .max attached.



Bhavesh Tank
Autodesk Maya Novice

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Flip the polys below and to the right and left (the flap part), then you can bridge the edges.

EDIT - Nevermind, I see what happened, I don’t think you can attach (weld) an open edge to a closed edge. If you give that flap two sides, you should be able to complete it the way you want.



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

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Here ya go :)



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

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Thanks a lot there MP.

Its a definite solution however is there not any other way to do it while keeping the flap/skirt as a single plane?

Im using an autodesk learning book and it says to do it that way, I understand its only a couple of extra polygons but id like to follow that practise as much as I can.

The way you have done it here is exactly how I do it by extruding the skirt, but then I delete the extra polygons, then I get left with the gap the initial file had and I just cant seem to weld everything up again. I need to do it on the back of the model is well :(

Also, whats bridge?



Bhavesh Tank
Autodesk Maya Novice

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Last thing first - Bridge is a tool in the Edit(able) Poly Rollout, which quickly allows you to connect (bridge) 2 or more polys together. As I just found its been available since Max7 :) (Add you computer specs and max version to your signature in your profile:) )

I tried a number of different ways to weld that spot, but nothing I know worked. To me, it makes sense why you can’t. By connecting it in that way, it would be impossible for the computer to know which way the face was pointing - on one poly it’s facing out, but the poly you connect to is facing in, if that makes sense. I’m sure there is a better way to put that, but it’s all I have:)

To illustrate: Create a box with 2 height segments, convert to editable poly, goto edge subobject mode and select one horizontal middle edge, and try to extrude it. Play around with that a bit and it should all make sense.

As for the video, you may be missing something, it may be outdated, I dunno.

As for other ways to do it - sure, lots. Depending on what it is your doing, it might not need to be welded, just constrained / linked / maybe duct tape will work :)

Do you have a link to the tutorial info?

MP



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

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I see, chances are i’ve missed something from the tutorial then I guess.

About the tutorial, I cant give a link because its from a book - Leaning Autodesk 3DS Max 2008, ISBN: 978-0-240-80927-4.

I have a taken a picture of the page though, and attached it (hope this is allowed, I have referenced the material above).

I do now know of any other way to do it if there are other techniques maybe you could let me know so I can do some research on how to use them.

I really appreciate the effort MP.



Bhavesh Tank
Autodesk Maya Novice

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I learn something new everyday. It’s the create polygon step (at the bottom of the page) that did it. If you follow those steps, there should be no need to weld. Use the Create button under Edit Geometry rollout in Polygon Sub Object mode and click each vertex (1,2,3,4,1) that would make up one poly under the belt, and volia a poly is born:) Do the same for the one beside it, and you’re good to go. I applied TurboSmooth and all went well.

I followed the page exactly, if you do the same and use to create poly tool (maybe look that up in Max Help to see how it’s used) you’ll do fine.

And thanks for teaching me something new !

MP



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

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I was familiar with the create poly tool before I started this topic, I tried using it. Thing is when you start creating a poly, and you hover over a vertex the cursor changes right? All goes well until I try click on the vertex in question, the cursor doesnt change and I cant just click on it to continue creating the polygon.

If this method was successful when you tried it please enlighten me !

I first bought up the weld tool on this topic because on my first attempt I realised there were 2 vertices in the same place on the vertex in question, and I tried to weld them but couldnt seem to do that either. I then tried creating a polygon but couldnt do it :(

I done it ! !

I used the create poly tool, the problem above still applies with me not being able to click on that vertex but I flipped the polygons on the skirt and now I can connect them! I applied symmetry and collapsed, then tried selecting them by element and everything is indeed joined together finally. Excellent stuff I can now start applying bones.

Thanks for all the help mate.



Bhavesh Tank
Autodesk Maya Novice

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:) Glad it worked out.  I’ll keep an eye on the rigging help section for you :P

Have fun,
MP



Max 2009, 2010 32/64
VistaP 64 SP1
Intel Q9550 8GB
ATI 4870x2
Patriot 128GB SSD

Replies: 0