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shaping curved end on poly mesh cylinder
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  • Total Posts: 15
  • Joined: 25 April 2011 09:08 AM

i am looking to create a revolute joint as per this link
http://www.mathworks.com/help/toolbox/physmod/mech/ref/revolute.html

i need to know if there is a simple way to create a curved end like this image ?

also how would i create the same joint in the base end to accomodate the curve.
i have tried various ways to achieve this but think i am simply missing something somewhere.

any help appreciated.

btw i tried to attach an image but it wouldnt work ? the add button did not appear to do anything - any ideas ?

thanks



Replies: 0
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  • Cryrid
  • Posted: 05 July 2011 05:21 PM

Bevel + some rounding subdivs would probably be suitable. Are you aiming for lower-poly / realtime, or something that can afford some extra faces?



Replies: 1
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not too worried about poly count to be honest, more interested in the method. i tried bevel but couldnt get what i wanted. Removing the sides of the cylinder to leave 3 flat faces was easy enough but turning the flat face on the end to the curve is bugging me. i tried deleting the face and extruding the edges along a curve which kind of got something like what i want but of course they didnt connect the other end and although i could weld the poinits it then threw thre curve slightly.
I was hoping this would be a case of me being a bit low on knowledge tand there would a perfectly acceptable way within sofitimage to achieve it.
Im still playing around with various aspects of the program, and although i know it can do it, it is just the process that i like to get right first rather than some elaborate path to get the same result.
so foregoing the poly count #, diid you have something else in mind ?

thanks for helping out

Author: deviousdexter

Replied: 06 July 2011 08:25 AM  
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  • Cryrid
  • Posted: 06 July 2011 05:36 PM

I was thinking the main difference is that if it wasn’t for real-time rendering then you’d probably want to go for a hard-surface subdivision approach to get nicer corners, which can require some extra work.

A bit of a rough draft here since it’s 1:30am, but it might give you an idea of how to start the two main shapes (minus the hole). Probably the only two tricks worth noting in it is that one used an offset on the bevel’s center because I didn’t want to change the otherwise cylindrical profile (as that could cause some weirdness when subdividing), and for the second shape I just ended up insetting a tiny amount first (to give room for some control loops), extruded it up, and then created a primitive cylinder with the matching diameter, height, and subdivisions (deleted half and merged it on). You can use a ruler such as (http://www.creativecrash.com/xsi...y-external/misc/c/csruler) to quickly find the correct values.



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thanks, looks great. but i have a few questions. sorry gonna look like a moron here :(

when i create a cylinder i dont get a parallel layout on the top (as per your extrude pic) - have you modified the top polys or am i missing something ?

same applies to the “grid” image.

i will play around with what you have shown me and see how i get on. thank you for the guidance.
i will probably be back shortly :)



Replies: 1
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Yeah, I had to modify the caps of the cylinders. Just select those faces and do a DissolveClean (’;’ key), and then use the Add Edge tool (’\’) to connect the verts into more of a grid-shape

Author: Cryrid

Replied: 07 July 2011 04:59 PM  
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had some issues with softimage crashing continually last night so didnt get to try much out.

i had a feeling you had modified that cylinder but just wanted to dbl check.

although i had to use a slightly different method to yours (boolean ops instead of weld as i couldnt get them to weld together :( ) i did manage to get something like the images you posted - so thank you again.

still have a slight problem with lining them up though , i have been using a new cylinder with a boolean op to “punch” a hole through but i cant seem to get the objects i am using to line up correctly ( or perhaps ‘easily’ would be a better word).

ill keep cracking on and hope it doesnt crash just as im getting somewhere again :)

thanks for the input.



Replies: 1
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Either move the center, or create a new dummy object/null where you want the pivot to be and make that a parent object. Having the mesh’s center/pivot be where the pivot is on the joint in real life makes lining it up much easier.

Author: Cryrid

Replied: 09 July 2011 04:52 PM  
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going to try a different angle here, i have tried several ideas but the end result is not what i wanted.

so i am going to start over with the inital cylinder setup as i think this is where the problem lies.

i want the final joint to have some more curved edges and this is not proving to be easy with the direction i am going at the moment.

ill post back to this thread shortly.



Replies: 0
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i have something i can use now thanks to your help.

still not sure this is what im going to run with but had to see it through to some sort of conclusion being as i had started already. Its all good in the learning process.

i dont know if i should start another thread for this but i could do with some advise on how to restrict rotation based on the value of another object rotation. i know it has to do with expressions but although i can do some coding im not familiar with the syntax for this.

i basically want to look at the rotx (min,max) value of object A and set to min max limit of object B to to stop it passing into Object B irrespective of object B’s current rotx.

i can link them and lock them together and would imagine i need to incorporate a expression using <= and => ?

any advise greatefully recieved.

thanks



Replies: 0