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## The dark art of mental ray

If you find yourself rendering over and over again for hours at a time, this is the tutorial for you. In this tutorial we'll attempt to demystify mental rays... [Take a closer look]
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 17-05-2011, 05:46 AM #1 bullet1968 Lifetime Member     Join Date: Feb 2010 Location: Australia Posts: 4,038 Thanks: 137 Thanked 135 Times in 132 Posts how to make colinear vertices I may have asked this before so forgive me. In the attached image you will see the red circled verts...I want to pick the 2 blue verts and get the rest to line up with these...not on any axis just on line with the blue ones. I have tried a few things but they dont snap correctly...any ideas?? cheers bullet Attached Thumbnails   __________________ bullet1968 "A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
 17-05-2011, 09:56 AM #2 chilledoutredhead rm3d     Join Date: May 2008 Location: northern ireland Posts: 173 Thanks: 3 Thanked 6 Times in 6 Posts what happens if you just select the 1st two then the rest of the verts and scale them along x axis (if you are working along the z axis) ?? __________________ the more I Think I know about Maya the less I seem to know about it. check me out www.rm3d.co.uk
 17-05-2011, 12:11 PM #3 bullet1968 Lifetime Member     Join Date: Feb 2010 Location: Australia Posts: 4,038 Thanks: 137 Thanked 135 Times in 132 Posts No mate I am not working on any axis...thats the trouble...lets say I make a box sub 8 times or so then cut a 45° angle on it and do some modelling and soem verts stray...I want to be able to line them up again without scaling, cos then I have to rotate and they are then out of position in scale..if you get my drift? __________________ bullet1968 "A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
 17-05-2011, 12:42 PM #4 LauriePriest Moderator     Join Date: May 2003 Location: London Posts: 966 Thanks: 0 Thanked 19 Times in 15 Posts Essentially you could create a curve by snapping with points one a two then use the extend curve function to extend along the existing curve direction.. then use that as a to snap to. Or if you want to be crazy cool about it you could write a python script to handle it given your point selections. Though would invove alot of trig, would be a very useful tool. Would probably look something like this, where the first two vert selected definte your axis and the rest are the point you want to snap it to, again no language just the rough idea: selection = points[] bounding box size of selection = bbox[] bounding box size of selection[0, 1]= bboxCurve[] create ep curve from = points[0], points[1] = snapcurve max(bbox[0], bbox[1], bbox[2])= axis (pick the largest edge of the bounding box) bbox[axis]/bboxCurve[axis]=scaler scale snapcurve -r [scaler] for vert in points[2: numpoints] transform vert (closestPointOnCurve((vertPos),snapcurve)-(vertPos)) delete snapcurve __________________ www.lauriepriest.co.uk FX Lead Double Negative
 The Following User Says Thank You to LauriePriest For This Useful Post: bullet1968 (17-05-2011)
 17-05-2011, 02:02 PM #5 chilledoutredhead rm3d     Join Date: May 2008 Location: northern ireland Posts: 173 Thanks: 3 Thanked 6 Times in 6 Posts oh well it was just encase you had forgot to try the easiest solution i always do that. __________________ the more I Think I know about Maya the less I seem to know about it. check me out www.rm3d.co.uk
 17-05-2011, 09:38 PM #6 bullet1968 Lifetime Member     Join Date: Feb 2010 Location: Australia Posts: 4,038 Thanks: 137 Thanked 135 Times in 132 Posts LOL yeh chilledout I try the easy ones too mate...thanks man. Thanks Laurie...I didnt think of a simple curve....I will try that! LOL I dont know Python....so I will try the curve first. Again its because Im used to my Surveying program where you can insert a point into a string or line or you can snap points to a line when you define the refline...sigh...thanks mate for the advice cheers bullet __________________ bullet1968 "A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
 18-05-2011, 12:43 PM #7 LauriePriest Moderator     Join Date: May 2003 Location: London Posts: 966 Thanks: 0 Thanked 19 Times in 15 Posts Would be a great tool to have in maya, ill make it if i get time.. fun ! I know its a bit much but thought I'd share __________________ www.lauriepriest.co.uk FX Lead Double Negative
 18-05-2011, 12:56 PM #8 bullet1968 Lifetime Member     Join Date: Feb 2010 Location: Australia Posts: 4,038 Thanks: 137 Thanked 135 Times in 132 Posts LOL no worries Laurie...yeh well I guess there are a few things I wish Maya had, from a Surveyors POV...but then I also wish my Survey software had some of Maya's freedom...sigh cant have both I suppose. I was looking at buying a program called 12D...which has both apparently...but the 12k price tag shot me down LOL..too many kids to feed first. The way I see it, lets say on one edge...verts with differnt values in lets say 'z'...but the line is 45° up from 'x'...then you should be able to nominate 2 verts as a 'ref' line and snap the others to that line....kinda works around the lack of a 'shear' command as in Lightwave.. nevermind...I will try the curve thing when I get a chance cheers mate __________________ bullet1968 "A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes

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