Maya 2020 fundamentals - modelling the real world
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# 1 04-11-2006 , 12:41 AM
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problems by folding a packing

hey,

i am a newbie and i hope that you can give me some ideas about how i can solve the folowing promlem. that would be very nice of you.

i have got a curve and i go to surface -> planar. in addition to that i put a texture on it: https://img126.imagevenue.com/img.php..._122_333lo.jpg

after that i choose the isoparm mode for inserting new isoparms. so far i have no problems, but how can i seperate nurbs-faces so that i can folding the packing?
https://img11.imagevenue.com/img.php?..._122_433lo.jpg

the procedure is given from the flat curve to the folded packing, so i can not use boxmodelling or something else.

see you
stefan

# 2 04-11-2006 , 01:34 AM
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my suggestion would be... unless you're animating the folding of the box for people to watch it get folded, just start with a poly cube in the dimensions of the folded package and texture from there... trying to fold a package to make a box from it is too much work unless, again, you're creating an animation of the process of folding the box.

if you ARE trying to animate it, i would recommend you convert to polygons and make sure you have edges bisecting the object (from one end to another end) wherever there will be a fold, then when you need to fold, switch to vertex mode, highlight the vertices of the part you want to fold, then press insert and move the pivot for those verts along the edge where you will be folding, then rotate your 90 degrees or what-have-you. repeat the process til the entire thing is folded... select verts, move pivot of selected verts, rotate, select different verts, etc.


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# 3 04-11-2006 , 02:59 AM
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yeah, thanks for the fast reply.
unfortunately i want to animate how to fold the packing:-(
i know that it would be very easy to do it with polygons, but i have to do it with nurbs:-(

perhaps you have another idea how i can split or rotate the nurbs surface like the polygone faces?
i am to despair.

# 4 04-11-2006 , 03:08 AM
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# 5 04-11-2006 , 03:55 AM
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is there a reason why you MUST do it in nurbs?

with what you showed me after converting to polys i think after creating some extra edges and deleting/merging extraneous vertices and deleting unnecessary edges you can get the topology you need to make a uv map very easy, since your texture deals mostly with squares and rectangles (the tabs and odd shapes could be taken care of with an alpha map)...

i'd start with this.

user added image


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Last edited by NeoStrider; 04-11-2006 at 04:01 AM.
# 6 04-11-2006 , 07:02 PM
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ok, now i created some extra edges and i deleted unnecessary stuff. but is it ok, that there now are some ngons? for the next step i have to split the polygons?

https://img144.imagevenue.com/img.php..._122_347lo.jpg
https://img104.imagevenue.com/view.ph..._122_337lo.jpg

and how can i work with the uvs so that the texture looks like in this shot? this is the nurbs version without the extra edges.

https://img12.imagevenue.com/img.php?..._122_381lo.jpg

i am very happy obout the fact that you help me.
besides, do you have icq and or are you speaking german as well?

bye
stefan

# 7 04-11-2006 , 07:04 PM
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uh i can see that there are 3 edges missing that you have highlighted in the screenshot. i still have fixed it!

greez

# 8 04-11-2006 , 07:14 PM
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i would apply a planar mapping, but since you're going to be animating your object, i would also create a texture reference object (after you get your planar mapping sorted out) so the texture won't swim. (for more info, look in your help files for 'texture reference')


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# 9 04-11-2006 , 07:45 PM
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ok, now i have a good texturing result.
can you tell me how i have to insersect the polygons so that i can render it?

# 10 04-11-2006 , 09:29 PM
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# 11 05-11-2006 , 02:43 PM
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it looks like you've not only got it textured correctly, but that you've also got the animation process going your way... what's the new problem? i don't understand what 'wondering about polygons and vertices' means, sorry.


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# 12 05-11-2006 , 03:00 PM
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i mean that i think that polygons have to consist of 3 corners!? after deleting edges and points i have polygons with several corners! isn`t it a problem?
in addition to that i think that i have to add divisions so that i will get a good result after rendering. but i do not know how and how often i have to add divisions to get a good result.
i am sorry about my questions, but as said i am a newbie.

greeeez

# 13 05-11-2006 , 04:05 PM
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i would recommend performing a test render to see how your object looks. you might not need to create more polys if the render comes out ok... for a quick test render i would recommend maya software set to production quality. that way there won't be any aliasing and you can see where jagged edges appear more clearly. i'd also render out to whatever size you plan on outputting to.

since your animation isn't based on deformations and is just simple rotating, having polygons of more than 4 edges is perfectly fine... especially since it looks like your texture appears correctly on your object.


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