Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 02-08-2003 , 01:57 AM
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round corner

ok i have a cube...i can round edges with the bevel tool but how in the world do i round a corner??

thanx for the help
microman01

# 2 02-08-2003 , 09:18 AM
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Re: round corner

Originally posted by microman01
ok i have a cube...i can round edges with the bevel tool but how in the world do i round a corner??

thanx for the help
microman01

if you have unlimited (i think it is not in complete) you can try the round tool which rounds edges and corners. but i guess you would have found that tool by now, so may i tease you a bit with the documentation:

what follows is from the manual in NURBS Modeling->Editiing NURBS surfaces->Roundiing surfaces :
__________________________________

Use Edit NURBS > Round Tool smooths shared edges and corners of NURBS surfaces.

[picture 1 - see attachment]

You can specify a fillet radius for each pair of edges. The edges can be surface edges or trim edges.

To use the Round Tool:

Select Edit NURBS > Round Tool. You are prompted at the help line to select pairs of edges until you press Enter to perform the rounding. Beyond picking edges in pairs, there is no special picking order necessary.

As you select pairs of edges, Maya provides a radius manipulator that shows the radius of the fillet that will be built. While in the Round Tool, you can click the diamond at the end of a radius manipulator to change the radius interactively. Maya doesn't round the object until you press Enter.

[picture 2 - see attachment]

The radius manipulator approximates the profile of the fillet only when the surfaces meet at an angle of nearly 90 degrees.

Overlapping radii have unpredictable results or cause the Round Tool to fail as the surface fillets self-intersect. You can correct this by editing the radii with the Show Manipulator Tool after the fillets are created. If the angle between the two surfaces is less than 15 degrees or greater than 165 degrees, the fillets produced might be inadequate.

The edges must be from separate surfaces. If the edges have different lengths, a fillet will be created only for the shorter edge.

Corners are points where pairs of edges meet. You cannot use the Round Tool on more than three pairs of corners. For example, you can use the Round Tool on all edges of a cube, but you can not use it on the tip of a pyramid, where four edge pairs meet at the top. Also, acute corners may fail as the fillets begin to self-intersect.

To remove a selected pair of edges before you exit the tool, press the Backspace key to remove successively selected edge pairs.

Editing Round fillets

You can use the Channel Box and Show Manipulator Tool to edit the radii of previously created fillets. Select the rounded surface and, in the Channel Box, click roundConstantRadius. The Show Manipulator Tool shows numbered radius manipulators that correspond to Channel Box values.

[picture 3 - see attachment]

Failed Round Tool fillets might appear as red radius manipulator handles. This occurs only if you can complete the filleting by adjusting the radius manipulator.

Attached Images
# 3 02-08-2003 , 12:16 PM
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this question has been asked many times. Try doing a search here.

# 4 02-08-2003 , 07:25 PM
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oops i sould have specified that i whant to round the corners on a polygon cube not a nurbs

sorry

# 5 02-08-2003 , 08:59 PM
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Originally posted by microman01
oops i sould have specified that i whant to round the corners on a polygon cube not a nurbs

sorry

your usage of bevel for the edges indicated to me it was nurbs - did not know bevel works for poly as well user added image

and for a poly cube - you just selct the faces around the edges and smooth them. that should do the trick. but subdivide the cube first, so each side have maybe more faces ...

# 6 02-08-2003 , 11:21 PM
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# 7 04-08-2003 , 11:29 PM
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Originally posted by BabyDuck
for a poly cube - you just selct the faces around the edges and smooth them. that should do the trick. but subdivide the cube first, so each side have maybe more faces ...

thats a good idea never thought of thats...i'll have to try it

i found another way tho and it has to do with making cube subdividing it converting to a subdiv and converting it back to a polygon

maybe later i can wright a script that will do it for me to make the process allitle faster

and thanx everybody for the efort of helping me

P.S. sorry for the spelling and grammer

P.P.S.
if anyone is intereted in how i did it with the converting to subdiv and back i can post a mini tutorial

# 8 05-08-2003 , 09:49 AM
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wonder if noone has noticed the
Edit polys>bevel command...
it comes from factory since maya 4 and you can download it from alias for older versions... it rounds edges... cool...

# 9 05-08-2003 , 11:13 AM
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Originally posted by dragonfx
wonder if noone has noticed the
Edit polys>bevel command...
it comes from factory since maya 4 and you can download it from alias for older versions... it rounds edges... cool...

microman did try to make it with bevel (even when i first thought he meant the nurbs bevel). but bevel has one big disadvantage, it does not do corners. in the attached picture you will see what i mean - left is the smothed cube, and right the beveled cube. the corner might look good, but have a look on the siluette - it is far form beeing a round corner. oh and of course the smothed cube has a higher mesh. but that does not matter if you want to have good looks, right?

and for microman, incase you wonder, here is what i did with the smooth cube:
  • i subdivided so i have 4x4 faces on each side of the cube
  • select the edge faces (simplest might be to select all, and deselct the middle in top front and side view)
  • polygon->smooth with subdivision 2, and keep border and keep selection
yes, it is not quads in the middle, but you can fix that if you duplicated the cube before smoothing, and delete in one the edges, and in the other the inner part. then smooth the "cube" that has the edges, subdivide the inner part so it has same detail - and then combine both parts and merge verts.

picture of the fast dice making thing - left smooth, right bevel:

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# 10 05-08-2003 , 02:35 PM
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to deal with corners
polysplit an x in the center move the center vertex to a suitable positon then smooth just the faces of the corner

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# 11 05-08-2003 , 06:01 PM
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Originally posted by dragonfx
to deal with corners
polysplit an x in the center move the center vertex to a suitable positon then smooth just the faces of the corner

sure you do that then - if you have the time to do the splits. there is always more than one method to do something.

# 12 05-08-2003 , 11:01 PM
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Originally posted by BabyDuck
sure you do that then - if you have the time to do the splits. there is always more than one method to do something.

1 X spit... totaling 7 clicks... not a lot of time spent...

# 13 05-08-2003 , 11:04 PM
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not wanting to discredit/start wars... just to offer my 2 cents of advice...

# 14 06-08-2003 , 02:29 AM
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Dragon, how about a small closeup screengrab showing the x split with the amount of clicks? Curious to see how you're doing it.


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