I was wondering if anyone knows how to do these 2 things inside of 3DSMax:
1.
I need to straighten out this blue edge. Normally I would use a "make planar" action but since this edge is angled this will not work in the traditional way.
2.
My second issue is similar to my previous problem. I would like to mirror the right part but I am not sure how to do this.
I thought about making an instance so I could do the changes there but it did not work correctly for me ( since it required that I manually rotate the piece to be on the X/Y/Z axis it would always be offset by a bit ).
Replies
Symmetry (rotated 90, completes the circle)
Symmetry (X axis, rotated 45 degrees, which makes 10 o'clock to 4 o'clock)
Symmetry (X axis, this gives you 10 to 2)
Editable Poly (just 1/8 of the rim, for example from 10-o'clock to 12 o'clock)
Which version of Max is this? There's a simpler way too.
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-EB0B7B9B-117D-4CC3-A966-A3E007E0C68A
http://ericchadwick.com/examples/files/2015-04-17_Radial_Symmetry.max
So you only need to work on the left part, then use symmetry to get the other half and clone that all the way around. Don't forget to use a Vertex Weld modifier before you Turbosmooth.
To answer the first point I'd select the straight edge and extrude it with no height. It needs a bit of clean up but you get an edge that's perfectly equidistant from the original.
I actually did use the symmetry/mirror method for the big rim. My problem was not in the making of the wheel itself but the plane that I detached from it. I really need to know if I can change the pivot to be in a direction facing the center as seen in this image:
@ Clone Modifier; cool! will take a look later.
I usually use a symmetry modifier, then shift + rotate out a set ammount of instances (depending on the X ammount of spokes, 360/x) so I can come back later if I need to change the model.
Thinking about a workaround right now where I make a duplicate of my tire and re-arrange needed edges and basically use it to clone + detach from.
The workaround you mention is exactly what the Clone modifier does, except it's all in the modifier instead of having a bunch of instances in your scene. The only drawback with Clone is it doesn't weld the vertices along the edges, which causes trouble with TurboSmooth. Symmetry however does weld.
If you make 1/16th of the rim, as Kroma shows, then you don't need to worry about that edge straightening problem... because you only have 1 edge to deal with.
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-55F04AB5-7C06-4C46-AB0D-0A319F6610B4
Using the Parent coordinate system:
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0F3E2822-9296-42E5-A572-B600884B07E3
http://miauumaxscript.blogspot.ru/2014/10/align-pivot-to-direction.html
http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm
If you use the edge loop tool in the graphite tools, if you drop a line then hold ctrl+shift (if i remember correctly) and drag the line to an edge to the left or right it's going to straighten the loop then you can move it back into position.
alternatively you can put on edge constraint and use the set flow, see if that works.