Page 5 of 6 FirstFirst 123456 LastLast
Results 41 to 50 of 53

Thread: modo p3d plugin

  1. #41
    but the buttons are so nice!
    Slow is smooth and smooth is fast.

  2. #42
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    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...



  3. #43
    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

  4. #44
    Gunnery Sergeant
    Join Date
    Sep 27 2010
    Location
    Santiago de Chile
    Posts
    452
    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...

  5. #45
    First Lieutenant PuFu's Avatar
    Join Date
    Feb 17 2007
    Location
    unallocated
    Posts
    5,383
    Quote Originally Posted by Robster View Post
    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...
    I for one am avoiding working with booleans like the plague. Although (at least in max, the pro-booleans have been improved over the default behavior of normal booleans), i usually end up spending more time cleaning the mesh than doing it manually, that if i don't loose any part of the mesh in the process.
    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) :


    Quote Originally Posted by Robster View Post
    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...
    That can be done quite easily in a completly different manner, especially since modo got the tools for it (this is something i actually miss in max, and one of the reason i bought wrap_it, although it doesn't fill the same gap)



    Just replace the child face with your stones mesh

    PS: sorry synide

    Spoiler:

  6. #46
    Last edited by BadgerDK; Apr 12 2012 at 05:45.

  7. #47

    Join Date
    Mar 5 2007
    Location
    Wellington, New Zealand
    Posts
    1,010
    Author of the Thread
    Quote Originally Posted by sebastianlarsen
    apropos not being able to wait: Is there a Symulus Modo 601 plugin appearing soon? (clap)
    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.
    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

    Cheers, Sy.
    Last edited by Synide; Jun 2 2012 at 13:47.
    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  8. #48
    Thanks again for your dedication, much appreciated!

  9. #49
    Chief Warrant Officer Fox '09's Avatar
    Join Date
    Jun 5 2009
    Location
    Florida
    Posts
    3,327
    Thank you continuing support of the plugin
    Last edited by Fox '09; Jun 2 2012 at 01:27.
    "Simulations aren't about the destination, they are about the way there." - Metalcraze

  10. #50
    First Lieutenant PuFu's Avatar
    Join Date
    Feb 17 2007
    Location
    unallocated
    Posts
    5,383
    Quote Originally Posted by Synide View Post
    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.
    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



    Cheers, Sy.
    Thanks for the support.

    permanent mirror added here:
    http://pufu.kellys-heroes.eu/sy_p3d_601_v2.1.7z

Page 5 of 6 FirstFirst 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •