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| Boolean Difference Problem - object disappears
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I am modeling a camera, already smoothed the object, but realized I have to boolean out a few other pieces of it, But when I do a boolean difference my objects disappear. i already tried the usual Edit > Delete all by type > History. that doesnt do the job. I’ve also tried to export as on .obj then import it, no luck there.
Basically, I’m no expert and want to know whats the best way to cut / difference sections out of my object? Picture is attached.
I know this quesiton is always tossed around all over the web, but! I’m a little confused about if:
there is an actual solution?
what’s the best way to do this if booleans are not the proper way?
Please help! I dont want to start from scratch rather want to know if it can be fixed and whats the right way to model something like this. Please not looking for the typical boolean pro vs con debate.
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Even though you can to some degree use boolean when poly modeling it is not a good workflow for poly modeling. I would recommend using the boolean operation with nurb surfaces not poly. This way you can take advantage of the profiles created when intersecting surfaces.
Author: RROCHS
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| Replied: 24 April 2012 09:17 AM
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Your mesh is way too heavy, maya cant perform a boolean on a such complex mesh, try splitting it into pieces with the extract operation and boolean only on the required faces.
Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD
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I just tried to boolean only on required faces after an extrude and I still got the same results, disappearing objects.
If you dont mind me asking a question. When you say splitting it into pieces do you actually mean separating parts of the object? when i tried that it worked. I just want to make sure that I understand the solution and that I did it correctly.
Also, when you say my mesh is too heavy, is that because I pretty much screwed myself up when I went ahead and applied smooth to my object? Do all modelers apply smooth to their object once they are done modeling? is my problem one of the downsides to booleans once you smooth an object? Or should i just try to model well enough that I should not use smooth unless modeling something else like a body / figure?
Thanks for your help, it was very helpful!
Author: mzugovic
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| Replied: 09 September 2011 01:10 AM
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yes, I meant to separate the faces from the rest of the geometry and make them a new object. After the boolean you can merge them together again.
Whether you apply a smooth to your mesh or not depends on many things. When I do characters for movies I make them rather low poly (5k-15k) and after having everything rigged and blendshaped I apply a smooth proxy mesh.
For Objects that are not going to be deformed by anything it depends on many things too. Is it going to be near to the camera, is it an object of focus, how prominent is the object etc. etc.
Many times its just enough to smooth certain edges.
But well, I made a video with some boolean tips some time ago, maybe this helps you too:
Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD
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Adeptus-Astrates,
Thanks for the useful information again. You actually created that video for me a few months ago when I was trying to boolean out my text on the camera: http://area.autodesk.com/forum/autodesk-maya/modeling/text-booleans
I actually tried to account for some of the stuff in that video when I ran into this issue, but had no luck, thanks for the additional information on this problem.
It seems that you’re very experienced with modeling different types of objects, just wondering, do you use boolean difference a lot?
I’m starting to think that I should use way less than I actually do, although things might take longer it will give a better result. I started making tweaks to the camera without using booleans, and already seeing better results, but I’m confused how would I create curved edges for a face? If i had a box and wanted to “cut” a circle out of the center how could i do that through extrude rather than booleans?
Author: mzugovic
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| Replied: 09 September 2011 02:34 AM
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haha, oh well.. I forgot about that :D
yes I try to use booleans as less as possible. I remember working on a ship model (still working on that project) and I had to make the holes into the mesh for the windows. I used booleans for that because It would have been very tedious to model every single window hole for the 30 or 40 windos.
But on models where you could easily replace the boolean operation with some own little modeling tricks it will give you good results with less risk and problems.
Try to use extrude and split polygon tool to cut out the shapes that you want.
If you need help on that - ask here :)
Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD
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Hi, Any idea why these objects don’t create a boolean (it’s invisible after any boolean operation) ?

It’s weird, if I rotate one of the objects by just 0.012 (smallest *working* amount on Z in this case), it actually works...I wonder why?
EDIT: Z axis of the white wire object being rotated towards the camera
Author: JamieGlynn
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| Replied: 24 April 2012 09:06 AM
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thank you all. this is very helpful discussion. now my problem is solved. thank you again.
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Bit of a Necro-post I know. But I’m having the same issue in maya 2013. I have 2 very simple cornice profile shapes (all quads), that I want to boolean, but they disappear after using any of the Boolean operations. Any idea why it disappears?
Maya 2013 64-Bit, Mudbox 2013 64-bit
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Just wanted to check that you watched the videos above, I believe he solves my problem using maya 2012. Either way, you might want to reply a comment to user: Adeptus-Astrates in his post above so that he gets notified. Since I created the post I might of been the only person that was alerted of your post.
He also answered a question for me before along the same lines: http://area.autodesk.com/forum/autodesk-maya/modeling/text-booleans
Hope it helps.
Author: mzugovic
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| Replied: 24 April 2012 06:32 AM
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Thanks, I checked the thread before commenting. I replied to him as you suggested. Thanks! :)
Maya 2013 64-Bit, Mudbox 2013 64-bit
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That left object is not a “closed” object, that will lead you (or rather maya) into problems while making the booleans.
Try to close all holes and make sure that both objects have quad-only faces, and no complex geometry like intersecting vertices - after that, it should work fine
PS: i see those objects have a bevel operation applied.. You have to know it would be easier to first create your boolean shape, and do the bevel on the required edges after that.
Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD
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Thanks for the feedback! I had the shape open as I was looking at your text example (cookie cutter look).
So at least one of the objects has to be fully closed?
PS: Nice system specs btw! :)
Author: JamieGlynn
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| Replied: 25 April 2012 01:17 AM
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this is strange.. I just rebuilt your exact same situation and boolean did just fine for me ...
Ill send you a pm, maybe you could send me the scene for me to take a close look at it.
Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD
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