News:

 

Topic: Possible to Bridge connected faces?  (Read 7444 times)

0 Members and 1 Guest are viewing this topic.

  • Posts: 194
  • Spline
    • www.weisheim.com
August 26, 2017, 08:29:53 pm
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...

  • No avatar
  • Posts: 2103
  • Polygon
August 27, 2017, 09:53:15 am
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.


  • Posts: 194
  • Spline
    • www.weisheim.com
August 27, 2017, 10:52:19 am
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..
« Last Edit: August 27, 2017, 11:02:24 am by Woolfy »

  • No avatar
  • Posts: 2103
  • Polygon
August 27, 2017, 11:02:59 am
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).


  • No avatar
  • Posts: 2103
  • Polygon
August 30, 2017, 03:47:29 pm
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.

« Last Edit: August 30, 2017, 04:09:54 pm by steve »

  • Posts: 194
  • Spline
    • www.weisheim.com
August 30, 2017, 10:38:44 pm
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!

  • No avatar
  • Posts: 2103
  • Polygon
August 30, 2017, 10:57:01 pm
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.

  • Posts: 194
  • Spline
    • www.weisheim.com
August 31, 2017, 01:11:54 pm
Yep , it helps already a lot ... here that what im working on right now, especially on hardsurface stuff it helps a lot

  • No avatar
  • Posts: 976
  • Polygon
August 31, 2017, 06:37:15 pm
Rigger's paradise. :D

  • Posts: 194
  • Spline
    • www.weisheim.com
August 31, 2017, 07:16:10 pm
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.

  • No avatar
  • Posts: 976
  • Polygon
August 31, 2017, 10:13:46 pm
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

  • No avatar
  • Posts: 2103
  • Polygon
September 01, 2017, 01:02:15 am
... 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.


  • No avatar
  • Posts: 2103
  • Polygon
September 01, 2017, 01:05:16 am
I think I'm going waaaay off-topic. :P

Be careful, you may bring some life into the forum  ;D

  • Posts: 194
  • Spline
    • www.weisheim.com
September 01, 2017, 05:01:23 pm
Quote
Not necessarily. Not in Houdini at least.

To be honest never tried Houdini  :). Im not prof in rigging, just know some tools in 3dsmax.

Quote
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.

Quote
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.

Quote
Be careful, you may bring some life into the forum
;D

  • No avatar
  • Posts: 2103
  • Polygon
September 02, 2017, 02:22:54 am
Yes maybe its hard to read i noticed this for me to.
Maybe you could post wireframe[hidden line] view/render?
Quote
That's my first robot design.
It is looking good, please do post more pics of your progress.