This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
The easiest way to explain this would be to create a nurbs plane...duplicate it and rotate the duplicate 90 degrees on the z axis....so you have 2 planes intersecting each other..
Select Both Planes then goto display menu and under Nurbs components select display normals....if you're not sure then basically a normal defines and can show which way a surface is facing..
You will now see lines pointing out from the planes showing the direction the surace is facing
Select your primary (first) plane then shift select (secondary) second plane and do a curcular fillet and you will get a your fillet
To answer your question on the settings you need to pay attention to which plane you pick first
- Reverse primary surface normal
- Reverse secondary surface normal
Simply means the fillet will be generated from the reverse side of the first plane to the reverse side of the second plane
I think as soon as you follow what I have just sat and typed away at midnight here youll either think im crazy or you will see exactly what those options mean without any confusion at all..
Really useful options when you get the hang of them..
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