I ended up snapping a new curve onto a live surface.
Since I was planning on sculpting the model I had a base mesh with equally ditributed polies/verts so it was pretty easy to snap the new curve on the verteces.
I was planning on lofting the curve anyway.
This is what I made:
Replies
If you can't do that, maybe it would be faster to make your poly surface Live and then draw a new helix curve on it?
I don't have Maya 2012 so I wouldn't know.
It seems the only way to do this is with Nurbs surfaces.
So you could convert your poly surface to a subd and that to nurbs.
I guess its time to update? =P
You might also want to make your helix by hand on a the "live" poly surface.
You could also try to create a curve along the live surface in the shape of a helix then just extrude a tube or plane edge along the curve.
Maybe extract a curve out of the helix snap the curve along the surface and again build off of that curve.
you might get better suggestions if people could see what it is you're trying to do.
I'm sure someone better at than me at maya will come along with better suggestions too.
I ended up snapping a new curve onto a live surface.
Since I was planning on sculpting the model I had a base mesh with equally ditributed polies/verts so it was pretty easy to snap the new curve on the verteces.
I was planning on lofting the curve anyway.
This is what I made: