NVil Forum
General Category => Community Help => Topic started by: Woolfy on August 26, 2017, 08:29:53 pm
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Hi,
i would like to ask, is it possible with existing tools to achieve bridging polygons like this? see screen 01,02.
I've never seen this in other packages, but this would be also really helpful
Thanks in advance...
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It is possible if there are only 2 polygons selected as with the example shown.
Have attached example(test) composite tool.
NOTE: if your model is extreamly small, polygons may be deleted, due to how I have had to create composite tool.
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Thanks a lot for nice composite tool Steve!
It works fine, but in some cases see screen 1,2,3 there are some hidden geometry left inside mesh. You can see this if you delete created geometry. I have to do it per hand in this cases.
By the way i know such kind of cases can happen also with build-in bridge, that's because it creates polys and don't prove the collision/intersection of the geometry..
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In that example, we would require a check for co-planer polygons, but there is no such tool in Nvil (I have requested it in the past, but must be an issue for IStonia to create).
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Hi Woolfy,
I have been looking at this again, I have created another composite tool for you to try, it should work better.
(forgot to add: Only use on closed(solid) objects.)
Composite tool attached.
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Hi,
thanks a lot for the new composite tool Steve!
It works fine in connected faces scenario. See screenshot 1,2
It makes nothing if 2 faces are not "attached" to each other see screenshot 3.
I will just use it in the first scenario .
The tool remember me on "Poly Qmesh" in zbrush. THX!
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It makes nothing if 2 faces are not "attached" to each other see screenshot 3.
I was only looking to create the tool for use with 2 connected faces (as per original request).
If the "Save/Paste sub_object selections" worked correctly, the tool could possibly be more advanced.
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Yep , it helps already a lot ... here that what im working on right now, especially on hardsurface stuff it helps a lot
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Rigger's paradise. :D
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Hehe,
i would say hell ;)
For first it should look beliveable. Maybe i will rig it in 3dsmax and do couple iterations on the mesh if there are problems.
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Hehe,
i would say hell
Not necessarily. Not in Houdini at least. :) There are quite a lot of repeating mechanisms in your walker, with multiple occurrences of hydraulic cylinders being the most apparent. Now, I have never ever rigged anything in 3DS, so I don't know how difficult it is to rig all that stuff, but in Houdini it is possible to create a rig for such part only once, save it as an asset, and reuse it multiple times across your model. Kind of like a flexible copy/paste operation.
The most complicated part would probably be the creation of animators-friendly controls, like making an automated control that they could just drag on a XZ plane and which would animate all of the walker's legs (full walk/sneak/run cycle) depending on traveled distance (and mode), unevenness of the surface the robot covers while moving, the time it takes to get from point A to point B. Now that's totally hardcore and this is what I would call hell. ;D
I think I'm going waaaay off-topic. :P
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... here that what im working on right now,
Difficult to see the model (probably my eyes), but are some of the pistons(pneumatic cylinders) disconnected?
It certainly looks an interesting project.
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I think I'm going waaaay off-topic. :P
Be careful, you may bring some life into the forum ;D
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Not necessarily. Not in Houdini at least.
To be honest never tried Houdini :). Im not prof in rigging, just know some tools in 3dsmax.
Difficult to see the model
Yes maybe its hard to read i noticed this for me to. That's my first robot design. Will try to work with bigger/ cleaner shapes on my next mech.
some of the pistons(pneumatic cylinders) disconnected
Thats WIP. I keep them floating until im sure where pneumatics could be placed and model connectors in the end.
Be careful, you may bring some life into the forum
. ;D
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Yes maybe its hard to read i noticed this for me to.
Maybe you could post wireframe[hidden line] view/render?
That's my first robot design.
It is looking good, please do post more pics of your progress.
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Wires are always welcome. Especially of hard surface objects. :D
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Hi,
a just added view shots. would be great to add little bigger pictures than 192kb :)
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pic 2
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pic 3
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a just added view shots.
I can see better now, thanks. Looking good.