Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 12-10-2003 , 07:19 AM
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Join Date: Jul 2003
Location: Australia
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I'm not attached to my curves.

HI there, me again! the annoying max user who can't work out maya's equivelants.

say i have 2 seperate nurbs curves, as shown:

user added image

and i want to 'attach' them together, so that they are the same 'object'.
so that when i extrude it, i get a solid object, with the outside shape forming the outside, and the inner circle defining the inside.

now in max i click one curve, click attach spline, click other curve.

"attach curves" in maya seems to only want ones that overlap?

how do i get the effect I want please?!

thanks guys user added image

Bin.


Last edited by Binabik; 12-10-2003 at 12:58 PM.
# 2 12-10-2003 , 05:20 PM
mtmckinley's Avatar
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You would need to crate the exterior and interior surfaces seperately and then combine them as polygons. Curves can only be one continuous curve in Maya.

To create the surfaces, I'd probably use Loft.

# 3 12-10-2003 , 09:42 PM
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So create 2 solid objects, and then boolean subtract the centre object out? is that what you mean?

seems a fairly low tech way of doing things user added image

# 4 12-10-2003 , 09:54 PM
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this is the object I am trying to make:

user added image

easy enough to make in max sadly, but can't seem to get it working in maya.

kinda of a bevelled cog shape for a watch bezel.

# 5 12-10-2003 , 10:00 PM
mtmckinley's Avatar
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Easiest way would probably be to make the shape with the Create Polygon tool. Extrude and bevel.

# 6 12-10-2003 , 10:06 PM
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hehe just remembered the 'bevel plus' tool
which works with 2 nurbs curves.
i remembered using it on text a while back.
grrr how daft am I!?!

(smacks head against monitor)

thanks for your help tho user added image

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