Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 03-01-2003, 09:56 AM   #1
nirsul
Subscriber
 
nirsul's Avatar
 
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
Thanks: 0
Thanked 0 Times in 0 Posts
Default Curve Filleting and more problems

I am trying to create a truck door with a hole for the window.

Tried and failed:

1. Lofting the 2 curves - failed

2. Projecting the window curve onto a planar trim (that defines the whole door) and then trimming - failed.

3. I cut rhe 2 curves into 4 pieces each to make a boundary or sort but as I got more than 4 I tried fillet and failed.

I am trying to create 2 curves (in pink) to loft

the zoomed window you see is what I try to Fillet - and fail and I tried intersecting and extending - everything fails !!!!

I haven't had this kind of thing in Rhino

I AM DESPERATE - Have I paid 2000 U$ for a piece of nurbs-amateur junk or am I doing it all wrong ?

Nir

__________________
Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com

Last edited by nirsul : 03-01-2003 at 09:59 AM.
nirsul is offline   Reply With Quote
Old 03-01-2003, 04:50 PM   #2
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

Nurbs aren't mathematically inclined to putting holes in them... you may want to use polys, or if NURBS are required, perhaps try seperating the pieces. I'd have to see your reference to tell you where you might be able to.
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 03-01-2003, 05:03 PM   #3
nirsul
Subscriber
 
nirsul's Avatar
 
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Mike, Hi

That is exactly what I was try after failing with the hole - as you can see there are the small lines marked with yellow arrows - I sperated it into 4 areas - each to loft or boundary - but then, I failed.

This is a fantasy truck so no reference .

Nir
__________________
Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com
nirsul is offline   Reply With Quote
Old 03-01-2003, 06:18 PM   #4
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

what I meant was instead of trying to make the door all in one continuous shape like that, perhaps make just the lower door portion by itself, and have the upside-down "U" frame of the window as a seperate piece... and don't even worry about trying to make them look seamless.

Or, use polys and put holes wherever you want. lol You gotta remember, Maya isn't just a nurbs program... it's got a lot of other stuff in there, too.
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 03-01-2003, 09:23 PM   #5
nirsul
Subscriber
 
nirsul's Avatar
 
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
Thanks: 0
Thanked 0 Times in 0 Posts
Default

[i]Or, use polys and put holes wherever you want. lol You gotta remember, Maya isn't just a nurbs program... it's got a lot of other stuff in there, too. [/b]

I know , but it should be doing the things the right way and not make me bang my head against the wall ...

Actually , I didI start the truck with polys and then decided I would like the cabin in Nurbs, take a look:

http://users.actcom.co.il/sysoft/gallery/scania.jpg

Nir
__________________
Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com

Last edited by nirsul : 03-01-2003 at 09:31 PM.
nirsul is offline   Reply With Quote
Old 03-01-2003, 11:20 PM   #6
Darkware
Subscriber
 
Darkware's Avatar
 
Join Date: Oct 2002
Location: USA
Posts: 1,172
Thanks: 0
Thanked 4 Times in 4 Posts
Post

Well, I don't know anything about Filleting or anything else you said, but here is the way I would model a nurbs door. This is the easiest way in my opinion. The first image is your door made from a nurbs circle. It is one whole object with one isoparm traveling around the exterior edge, which might be helpful in some cases. This proceedure is accomplished by smoothing the poles of the circle with the Smooth tool in Edit Nurbs?Sculpt Surfaces Tool. This can be easily done in the top view. You then take each vertice and position it so that it is parrallel with all other vertices on an axis. This is probably the hardest and most complicated way to model a flat surface.

The second image illistrates your door made mostly from one single nurbs plane. You simply take the vertices and model a little at a time, inserting isoparms along the way to give you more to work with until you make the two ends of the plane meet. There is no way to stick or combine these two isoparms, so your only choice is to patch it. Create a plane (the green one in image 4), position it in between the two ends, and stich it.

There is another way as well, which caters to a door model that will be attached or stiched to other parts of the truck. As you can see in the third image, the door is made up of 4 nurbs planes or "patches." You can stich these together, then select exterior isoparms on specific patches to connect other parts of your truck to the door. Modeling a patch door can be done either by creating several plane, then positioning them into their proper places, or by modeling what you see in image 2, selecting several isoparms, then choosing Edit Nurbs> Detach Surfaces, THEN recombine the patches by stitching the isoparms together.

*whew* You probably didn'y understand a thing I just said did you? Read it over a few times. Anyway, I hope this helps in some way.
__________________
www.Darkware3D.com
Darkware is offline   Reply With Quote
Old 03-01-2003, 11:32 PM   #7
nirsul
Subscriber
 
nirsul's Avatar
 
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Darkware !

THANX

you sure took the time to help !

I will have to sit down and read what you wrote - and try it

thanks again.



Nir
__________________
Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com

Last edited by nirsul : 03-01-2003 at 11:37 PM.
nirsul is offline   Reply With Quote
Old 06-01-2003, 08:41 AM   #8
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

Check this site out. It might help: http://www.blissdd.com/WRX/Tutorial/tutorial.html
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.