Hi there Dave, thanks for taking the time to answer my question - could you explain how to add more polys? Do i need to build the model with more parts or can i just add some into the model? Once thats done is using the lattice tool the best option for me to use to achieve my goal?
You need to add more pollys to allow the bend deformer to work...........dave
Hi again all - thanks again for your help - sorry i've been away for a couple of days so haven't had a chance to thankyou all. As requested heres a couple of links to the model (to show how it looks in 3d) and one image has the bend directions that i'm looking for - hopefully the images will show up in your browsers. for the middle bend I ideally need the end points of the model to stay relatively stationary just so the bend in the middle is flexing and then returning to its original position.
As Stwert said to add pollys, could you show use a shot of what you want to bend that should help choose the best tool to use..........dave
Cheers for that - I thought that might be the case so have started looking through more tutorials today to figure out the best way to build it etc in Maya - Through the youtube videos i've looked at i'd be alright if i had to build an icecream or a wineglass!!!!!! Hahaha - The search continues!
Some advice mate...I use sketchup STRICTLY for accurate geometry in buildings mostly...when you export as a DXF or OBJ it will ask you how many triangles etc per face...I dont know if a zero input will give just the one face. Personally that shape would be easier to make in Maya mate...then use deformers to achieve what you want. I have exported from sketchup to Maya and it gives really crap geometry man....avoid it if you can.
Thanks for your post - i've since had a mini breakthrough (or should that be breakdown!) I created the basic model in maya used your tip of combining the objects and managed to figure out the orientation for the bend deformer (which was the biggest hurdle) to make it bend in the direction I need it to - i.e down - but the pivot point is at the middle of the beam so that part stays level and its the two ends that bend upwards so it doesn't look like a weight is being hung off the middle it looks like weight has been taken off the ends and they are curling upwards! Any suggestions of how to make the middle sag and the two ends stay where they are so that I can animate it?
Just create a cube....in the option box you will be able to subdivide it....I would try 6 divisions first up...then all you need to do is scale it to the size you require....CTRL D to duplicate etc....then apply a bend deformer...see how that goes. Of course combine the mesh before you applty a deformer