I'm just learning to use nurbs and i have a major problem when it comes to capping surfaces. I tried for instance to make a hexagonal bolt as dilberts briefly explained it in a thread but i just can't seem to get it right.
What i did was made the rounded hexagon, duplicated it, lofted it. Then i made a plane and created a circular fillet between the plane and the lofted surface (which of course were interesting). I trimmed the unwanted parts, but the problem is that there's no tangency between the top of the bolt and the body. How can i achieve that tangency? And is there a way to make the bolt just one continual surface?
I'd appreciate any help i can get as this issue has really been troubling me lately.
it allready is tangential, but it simply doesn´t show. do a quick render and you will see. if the edge is still cracked have a look at: window - general editors - attribute spread sheed.
make explicit tessellation "ON", set curvature tolerance to "Highest Quality [0]" and you might set Mode U and V to '"Best Guess Based on Screen Size". if all that doesn´t help, I guess I don´t know myself.
I have exactly the same problem when reconstructing your hexagon thing. that´s why I don´t like nurbs modeling. in addition I don´t know how to rebuild nurbs with shape of either curves or surfaces is being preserved. I think, but probably be wrong that those little gaps result from diverse surface parameterization between lofted and trimmed surface.
Loft won't do because the problem is i can't get the right cap in the first place. As for the freeform fillet it's basicaly what i did from the start. Off to try the smooth edge option now Falott. Hope it works .
Edit: Actually i did a circular fillet... but i don't see how the freeform one would help exactly... the problem is with the cap tangency, so i wouldn't blame a fillet tool.
Falott did it work for you because i tried turing on the smooth edge option ( even played with the smooth edge ratio slider) but it doesn't seem to do much... it's just weird... These nurbs are really giving me a headache. Btw, is there a difference between the attribute editor and the attribute spread sheet?
first of all - yes. the attribute spreadsheed is just representing all available options from the attribute editor. like anything else with maya you can get access to the same thing in 10 different ways.
A) all surface options are at their default settings. (gaps can be seen clearly.)
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