but the buttons are so nice!
but the buttons are so nice!
Slow is smooth and smooth is fast.
Hello, erm, perhaps this is an off-topic question but it really intrigues me and nobody has given me a patient answer yet... so, here it goes:
Let's say, if a have a cube -in fact, any shape- and in top of it I put an sphere that is cut in half by cube, so I get a cube base with a half ball on top of it... how do I make a single object with these two meshes, so when I do double click on any part in polygon mode (ALT+3), it will select the whole thing as a part of the same mesh and not as two separated ones...
Is there some kind of automated way to do this in a painless way... not to join point by point and lost a ton of time to get something not much polished... I've seen those boolean functions but I haven`t been able to make them work (so I haven't been able to make even a single hole)
Sorry again, I know this might sound annoying, but I'm just a newbie who's learning basics... perhaps too basic... and anytime I've found a new trick -just like bevel in mesh edit- I have made great advances in my understanding of these creative instances...
there are many, many ways of doing it. One is slice, hide what you want, delete what you don't want and merge vertices. Lots of basic tutorials out there, here's one: http://www.youtube.com/watch?v=c5n4Z...f=results_main
I'm thinking about a wall made of tiny rocks... I put many of them togehter and then I want a mesh with just the outside shape, not the whole thing... I understand your explanation but it seems to take a bit longer for these purposes and it does not assure good/clean results...
In the case of holes and alike on complicated shapes, in max i use a script that sets my view perpedicular on my cut-object,, for maya it is even simpler since you can project the shape you want on the surface you need. Then i cut the shape behind it.
In modo, you have quite a range of tools that should allow you to deal with this sort of things easier than booleans. Even for HP meshes, the topology needs to be as clean as possible in order to be able to subdivide properly, and that means no ngons.
Anyways, here you go, i skimmed through it, it explains that the cutting object needs to be lower in the list and as a separate mesh (guess the culprit in your tries) :
Just replace the child face with your stones mesh
PS: sorry synide
Last edited by BadgerDK; Apr 12 2012 at 06:45.
Oh, I've a 601 variant... it's still just the loader/saver, still no .rtm... I've included .html help files. So, it's a little more polished.Originally Posted by sebastianlarsen
And, as it's a code re-write I may or may not have introduce bugs...
Probably the main thing to note is that by default pick-maps drive point/vertex selection. If you want weight-maps to drive point/vertex selection you have to add a locator to the mesh. See the help documentation under Help menu.
Installation:- It's probably a good idea to 'blow away' your modo601.cfg and let the application create a 'new' one... thus clearing out any 'old' p3d plugin info.
Most people have the 601 Content installed with their application. In the root folder of the Content is a new 'Kits' folder. Extract this .7z file into this folder and start modo. Done.
modo 601 p3d file i/o plugin 2.2 Mbytes
mirrored via kellys-heros.eu
Last edited by Synide; Jun 2 2012 at 14:47.
Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.
Thanks again for your dedication, much appreciated!
Thank you continuing support of the plugin
Last edited by Fox '09; Jun 2 2012 at 02:27.
"Simulations aren't about the destination, they are about the way there." - Metalcraze