Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Hey,
I've been wondering how to easily do this for a while.
How would you go about:
Trimming the cap of a cylinder (intersecting two objects)
Trimming the side of a cylinder (project curve on surface)
Attaching the cap and the side of the cylinder.
You can trim the cap of a cylinder with "extra transformation on caps" turned on, but you can only trim the side of a cylinder if you first delete the caps.
You can delete the caps and trim the side of the cylinder, then planar the top and trim that "cap", but then you can't attach them ("trim convert" makes planar disappear)
I can't figure out how you would do this easily. The only way I could think of doing it is to split the cylinder into 4 and boundary or square the top but that seems like a lot of work. Also when would you use boundary and when would you use square if you are making a flat surface?
haven't tried it in practice, but after creating a nurbs cylinder, why not try and 'ungroup' them in the hypergraph, so each cap and the height are all separate objects? then you can do what you like without the complications of trying to perform the actions on a whole cylinder *shrug*
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off