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# 2 02-12-2006 , 07:04 PM
enhzflep's Avatar
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Join Date: Oct 2006
Location: Melbourne
Posts: 313
Hi 3deeder.

Well, if you use the control-points option, you get the vertexes of the new mesh being created where the control-points were on the nurbs surface.

If however, if you coose the general-count option you are able to specify the max number of polys that maya _tries_ to tesselate the nurbs surface to. E.g using a count of 200 on a sphere results in 176 faces. Similarly, specifying 176 will give you a poly sphere of 154 faces. Good option when trying to keep the number of polygons down, at the expense of smoothness of shape.

Was just checking the online help and found it to be really quite good in this regard. For a much more coherent description that I can give, just open up the convert NURBS to polygons option-box. From there, just go to the help menu option at the top of the dialog-box.

Anyway, chord-height and fractional-tolerance (both ways of controlling how finely an object is tesselated) and the other queries are all covered in the help available, as mentioned above.

Simon