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Gmax snaps (Read 481 times)
Sep 9th, 2003 at 5:09am

Travis   Offline
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Okay, I want to snap some vertices on a fuselage to the vertices on a wing, without doing any modification to the wing.

I have tried making the wing part of the fuselage and then colapsing the vertices but the wing was deformed when I did this, and it has to stay the same, otherwise other parts of the thing go awry.

I suppose I should use Snap/Vertex, but it doesn't seem to work.  I open the snap box that displays the available snaps, and check Vertex and uncheck everything else, and then try moving the vertices around to the approximate position they should be in.  As far as I know, this should make them "jump" to the nearest vertex, but they don't seem to do it.  Is there something else I should be doing?  Do I have to push some button or turn something else on/off?

HEEEELLLLPPP!!!!! Embarrassed
 

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Reply #1 - Sep 9th, 2003 at 6:21am

Felix/FFDS   Offline
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Two things come to mind

1. Boolean operation - wing U fuselage (union of wing and fuselage.)  You can always detach that part of the fuselage the will join with the wing (as a clone) before you do the boolean join.  (Of course, back up the project first)

2. Use the connect modifier.  detach the polygons in the fuselage that face the wing and those in the wing (endcap) that face the fuselage.  Use the connect modifier to make the fuselage/wing join/fillet.
 

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Reply #2 - Sep 9th, 2003 at 3:50pm

Travis   Offline
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I think I need more practice with Gmax before I attempt a project.  I guess I'll just have to give up on the current one and go back to school.

Agravation after agravation . . . .
 

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Reply #3 - Sep 9th, 2003 at 5:29pm

Felix/FFDS   Offline
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Don't give up - I've been trying to make heads or tails out of gWax for two years already ... since FS2002 came out... am still not there....
 

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Reply #4 - Sep 9th, 2003 at 8:43pm

X_eidos2   Offline
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Could you post a screen shot of what you're trying to do?

I've found pictures help a lot in understanding what the problem is and pictures do a great job of showing solutions as well. If I weren't in the middle of a couple major life events I'd sit down and make a simple tutorial on using the snap tool. (The snap to edge tool in all Discreet products is pretty useless IMHO)
 
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Reply #5 - Sep 10th, 2003 at 11:50pm

Travis   Offline
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Okay, a screenshot.
I'm trying to attach the wing to the fuselage wthout moving the vertices on the wing.

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Reply #6 - Sep 11th, 2003 at 6:33am

Adam Preece   Offline
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The brute force & ignorance way would be to write down the coordinates of the wing root vertices then change the fuselage vertices to fit.  Wink

However this will only work if you have an exact match of vertices either side of the join I'm afraid.....  Sad

Hope that helps a bit.

A.
 

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Reply #7 - Sep 11th, 2003 at 7:38am

Felix/FFDS   Offline
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I vote for the connect modifier.

Alternatively, the masochistic way would be to make the indivual polygon/faces one at a time.
 

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Reply #8 - Sep 11th, 2003 at 12:45pm

Travis   Offline
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Well, for this project, since I was a bimbo and didn't FOLLOW THE DIRECTIONS Roll Eyes I used Mr. Preece's advice and did the stuborn thing.  Only problem is, its gonna take me another two hours to do the tail!  But, since I was a bimbo, I'm getting my just desserts.

I will remember next time, I swear!!!
 

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Reply #9 - Sep 11th, 2003 at 5:57pm

X_eidos2   Offline
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There's a much simpler way to accomplish your goal.
It'll take me much longer to make the how-to-do-it pictures than it will to do the task.

While you wait for the mini-tutorial, here's a little bit of useful modeling knowledge I just recently discovered.

While you can not copy/paste 3d mesh in Gmax. You can copy/paste text info. If you leave the co-oridnates box open while working on your vertices you can do the following.

1. Select the vertice you are trying to match. The x,y,z co-ordinates will show up in the boxes on the left.

2. Hi-light or select the x co-ordinate
3. press ctrl+c
4. select the vertice you want to move
5. Hi-light or select the x co-ordinate
6. press ctrl+v
7. Do the same steps for the y and z co-ordinates.

It goes much quicker than writing things down and re-typing them in.

I haven't found a way to copy all three co-ordinates at the same time, but it's still a lot quicker.

The copy/paste will also work with part names. You can even have a text file open with "tag" names and you can name your parts quickly using this copy/paste method.
 
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Reply #10 - Sep 11th, 2003 at 7:42pm

X_eidos2   Offline
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OK- here's a quick and unrefined tutorial

The set up is similar to Ender Baron's screen shot. I've gone into the properties and turned on the vertice tics so it's easier to see what's going on. I made it so there are different numbers of vertices on the edge of the wing and on the edge of the fuselage.

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First grab the line tool, and then create a simple closed spline that has the number of vertices that you want to have in your connector patch. In this example I'll want nine vertices.  It's important that you make this spline in an open area on the viewport, and not on top of other shapes.

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Answer yes when it ask if you want a closed spline. With the spline selected, select edit mesh modifier or just convert the spline to an editable mesh.

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Right click on the 3d snap button to bring up the grid and snap settings - under options make sure the translation use axis constraints is UNCHECKED

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under snaps just select vertice - have everything else unchecked

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Now select the connection patch polygon and get into edit mesh, vertice level, with 3d snap ON (hitting the S key will toggle the 3d snap tool on and off) and then click and drag the vertices to the different vertices on the two shapes you want to connect.

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I changed the color of the polygon so it'd be easier to tell apart from the other shapes. Work your way around till all the vertices have been snapped into place.

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You should end up with something that looks like this

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Then it's just a matter of picking either the wing or the fuselage and with an edit mesh modifier on, select attach and then click on your connection polygon and you set.

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Then you would repeat the process until you had all the patches you needed to complete the connection. I usually would have 3 or four, depending on how curvered the bottom of the wing is.

Hope this helps.   Gotta go pack.

 
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Reply #11 - Sep 11th, 2003 at 9:17pm

Travis   Offline
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Wow!  Thanks, Eidos!  I like this so much, I'm bookmarking it! Cheesy

Ask and ye shall receive!!
 

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Reply #12 - Sep 11th, 2003 at 9:26pm

X_eidos2   Offline
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Felix and others have been helping me with my movie project. I thought it was time for a little tutorial, sort of like pay-back.

This community is at it's best when people help one another.
 
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Reply #13 - Sep 11th, 2003 at 10:29pm

Felix/FFDS   Offline
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Saved, noted - now to reformat and post ... you know where...

F
 

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Reply #14 - Sep 13th, 2003 at 2:09am

Travis   Offline
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Okay, I know this is probably posted in some tutorial, but if somebody could give me a quick answer, I would be grateful.

I'm attempting to create the gear structures, but to do that, I must have them in the down position.  The problem is, I don't know how to rotate them to where they need to be.

I have set the pivot to the position I want, but when I rotate it, it doesn't make any difference in the direction the object rotates.  It still spins on the three main axis.

How do I set the pivot so its kinda off-kilter?

The bright blue object is the thing I'm trying to rotate.  You can probably see that it isn't aligned with the grid, and so won't rotate on the right axis.

Here's the object in bright blue:
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I rotate it using the rotate tool, but I can't get it to rotate off the regular three axes.  See the gap?
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I know I should find a tutorial that specifies this action, but I can't follow anything more complicated than the Moron's Guide to Gmax . . . Roll Eyes
 

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Reply #15 - Sep 13th, 2003 at 8:54am

Felix/FFDS   Offline
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After having an Inspector Poly "Aha" moment...

Once you set your pivot point correctly (Hierarchy/Affect Pivot only, then beg, plead, and cajole the pivotpoint to position), set your "Reference coordinate system" to "LOCAL", and I use "Trasnform Coordinate Center"  In this case, you may want to "Use Pivot Point Center"

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Reply #16 - Sep 14th, 2003 at 8:51pm

Travis   Offline
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Okay.  Configuration issue, this time.  I was working on the H-1 last night and for some reason, today I can't open the file.  When I try, Gmax runs through its loading process and then just before it loads the actual file, it gives me the message "File Open Failed:" and then it gives me the location of the file I'm trying to open.  All other files I have open just fine, but there's something really wrong with the other one.

I do have a few backups, but that one had some things in there that would have to be redone from scratch, and several parts of the aircraft would have to be deleted and redone.

Any thoughts?
 

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Reply #17 - Sep 15th, 2003 at 9:45am

Felix/FFDS   Offline
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HAve you updated your Windows XP/2000 recently?



Quote:
Okay.  Configuration issue, this time.  I was working on the H-1 last night and for some reason, today I can't open the file.  When I try, Gmax runs through its loading process and then just before it loads the actual file, it gives me the message "File Open Failed:" and then it gives me the location of the file I'm trying to open.  All other files I have open just fine, but there's something really wrong with the other one.

I do have a few backups, but that one had some things in there that would have to be redone from scratch, and several parts of the aircraft would have to be deleted and redone.

Any thoughts?

 

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Reply #18 - Sep 15th, 2003 at 7:22pm

Travis   Offline
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No, I haven't done anything to my system or the pathways for Gmax, it just all of a sudden wouldn't open that particular file.

Oh, well, I think I'm going to go ahead and start anew.  Maybe this time it won't look so deformed! Roll Eyes
 

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Reply #19 - Sep 16th, 2003 at 7:35am

X_eidos2   Offline
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All Discreet products that I've worked with have an ability to corrupt their own files without the help of viruses, worms or XP updates.

You might want to check the AutoBack folder in your Gmax directory. That's where the software will place the back-up files it makes automtically. You locate the file with the latest date on it, rename the file so that it has the proper extension (I think .gmax works) and then you can open the backup file in gmax the regular way.
Once opened you can rename it or do a save as and you should be back in business.

You can adjust the details of how your gmax makes backup files in the preferences.
 
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Reply #20 - Sep 16th, 2003 at 12:49pm

Travis   Offline
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Go figure, the one I wanted wasn't there! Roll Eyes  There were three or four from other minor assemblies of the files I merged from, but none from the one I wanted.  Apparently, Gmax just backs up the files IT wants.  Oh, well.
 

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Reply #21 - Sep 19th, 2003 at 1:58pm

Travis   Offline
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Okay, Felix, here's another one for you.  I have landing gear that (of course) need to have polygons on the inner surface.  Problem is, the polys are a little hard to contour using the "create polygons" thing.  So what I want to do is create a copy and then turn it inside-out, basically flipping the polys while leaving them in their original positions.  Can I do that?  Otherwise I have a long row to hoe . . . Roll Eyes
 

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Reply #22 - Sep 19th, 2003 at 2:21pm

Felix/FFDS   Offline
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As this is getting into a new topic, I've made the "gmax polyflips" thread.

 

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