Hello, does anybody know if there is away to fix these gaps in 3ds?
with this one i'd select the top and bottom edges and then bridge.
from here I've been cutting in the geom from the side, it soon adds up to alot of work
so is there away to bridge a gap but also fill in the width segments while its bridging?
here are some other gaps
[also is there a 3ds website/forum i could ask / help problems on instead of using this technical talk forum, i feel bad to polycount =P ]
Replies
A little time consuming but if there is any faster way, I'd like to know too
So in your first example, select the left line of (6) edges, shift drag snap to the next top vertex, and shift drag snap onto the right side of the mesh, then target weld the bottom 2 vertices and also weld the top snapped vertices.
Not a perfect solution and doesnt work so well in some situations with more complex shapes, but generally I find its best to just plan ahead to avoid running into this in the first place (so finish the "base" shape first before inserting a bunch of extra edge loops).
If someone can figure out a way to connect verts across rings while maintaining a gradual transition between each ones offset on the connected edges based on topological distance, you'll be golden. Till then, manual is the only way to go.
Manually adding the other edges. Oh well.
Autodesk need to make a Bridge+ button which takes into account other edges. or lets me bridge to them so i could then bridge 6 or so times across a surface.
I find I'm mainly tackling the flat sided holes. as for the sphere that's a really good idea about rotation. hopefully one day that might come in handy!
Thanks once again!
Move center / pivot to yellow dot
That would be good!
Its somthing i could do really easy in xsi. you'd just click the vert and then click move center to vert [it was called point in xsi but same thing!]
varVrtNum = (polyOp.getVertSelection $.baseObject) as array
$.pivot = polyop.getVert $ varVrtNum[1]
"Poly Append" the first open border example ( result 1 face/poly )
"Fill Holes" the closed border example ( result 1 face/poly per hole )
Triangulate then Quadrangulate that face/poly
This will get you at least halfway there ( divisions using border divisions )
You can download my toolbar on my website
Edit:
Threw together something that would work on single or multiple verts/edges/faces. It moves the actual pivot to the selected components averaged location. Run "$.pivot = curObjPos" to go back to the previous pivot at any time.
would you kindly pat your self on the back
Thanks for the script. it works! and also has some other nice fetures. im moving over from xsi and in xsi you could press + and - to add diffent levels of 'Turbo smooth' on and off.
so the turbo smoothing options in that script are very nice!
-lloyd
p.s well done for landing bungie. my dream job