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Forum Index - Miscellaneous - Pretty basic help needed on vertex joining/manipulation

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-ryangin
Junior Member
ryangin

3 years ago
Hello, I am a new 3d studio max user more or less. I stay after work a few hours some nights and go through the tutorials. I am getting extremely frustrated with how hard it is to get an answer to simple procedures in the help system, and how the tutorials skip ahead to more detailed stuff without explaining more basic things.

I am at the stage of using a "spline cage" to make some more advanced meshes. However, I have the problem of extra vertices appearing when I use [REFINE] + Connect to draw the interior lines. One vertex is not attatched to the wall. How can I join these vertices together? I used to get them to unite with fuse or weld, and now they do nothing and its futile to learn anymore like this.

I am also wondering, when I have a bezier corner in a spline, why can I only manipulate the green dots on one axis, and not freely.

Nothing seems to match the tutorials and they offer no assistance if your program isnt set up exactly like they expect it so any help would be GREAT thank you.


+Steve Martin
Moderator
Steve Martin

3 years ago
Hold down shift (I think) to maipulate the bezier handles independantly.
As for your other problem, it may be that you are trying to join more than 2 segments. When working with splines, each vertex can only have 2 segments coming out of it. You won't be able to connect 3 or more.
[Link to www.3dprevis.com]

-ryangin
Junior Member
ryangin

3 years ago
Ok thanks.

So when I am attaching the cages to the main "outer" spline, it doesnt actually attach. I can make a surface modifier this way, but what happens to the unattached segments and isnt this bad? or does the thing just assume its attached? I guess what Im saying is it seems like an open spline.

+Steve Martin
Moderator
Steve Martin

3 years ago
Can you post an image of what you're trying to do? You might be able to do it using cross sections.
[Link to www.3dprevis.com]

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
With your beziers you might notice that an axis of the move gizmo is yellow, just click on the square, so its 2d, then you should be able to move the handles on both axes. It got me for a while too.
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--Matt

-ryangin
Junior Member
ryangin

3 years ago
Here is a linke to an example picture as asked.

[Link to img518.imageshack.us]

First I draw the outline of a lumpy looking pumkin. No problems, closed spline.

Next I want to draw some detailed ridges with the spline cage technique.

What I do is click check the "connect box" and then Refine, and choose refine.
It makes the the line from the 2 spots I clicked on the exterior spline, but as you can see in the first left most pair, if I move them off, it reveals that they arent attatched to the edge, and there is 2 vertexes made, not 1. Your remark about only being attached to two lines at most makes sense here.

But since fuse / weld doesnt work on them (again Im assuming because of your 2 line reason) what happens to those extra vertexes once I go 3d with SURFACE modifier. Shouldnt they be cleaned up or somehow attached?

The tutorial im following says nothing about them, and I do get the proper end result but I cant help but think something isnt right (the tutorial recommends using the select feature or auto select [0.1] to move those edge vertexes as one. But they remain 2, so I guess Im just asking, is it ok that they dont attach??


-Tyson
Senior Member
Tyson

3 years ago
I say start by learning polygon modelling (editable polygon). less headaches and its the best modlling tool in max in my opinion. Obviously you need splines sometimes but I hate making spline cages and surfaces. almost never use it except maybe for a boat. and even then I'd probably do it with modifiers instead.

+Steve Martin
Moderator
Steve Martin

3 years ago
I agree with Tyson. Using spline cages isn't the best way to go about modeling. Splines can be very useful for modelling detailed shapes like the ones in this thread:
[Link to maxforum3.3dsmaxforum.com]

But for shapes like the one your after there, poly modeling is definately the best way to go.
[Link to www.3dprevis.com]

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Critical Mass :: 3D Action Puzzle Game

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