Schwaa2 on 4/10/2004 at 19:32
Yandros,
are you 'welding' vertices after you split the model apart? if not that can leave faces detached and thus showing gaps between the peices. I think sluggs has mentioned 'merge solids' which sounds more like 'attach' in 3d Max where you make the objects into one object. After that I weld vertices at 0.1 (or less if small details get welded together), that'll connect all selected vertices that are close to each other.
(I don't know anim8or all that well).
I've got everyones objs to date, starting to get bogged down, I think I've got about 20 to add again.
GORT on 4/10/2004 at 19:45
Many thanx, sluggs.
Well, its off to work I go... :thumb:
Sluggs on 4/10/2004 at 19:47
Quote Posted by Schwaa2
Yandros,
are you 'welding' vertices after you split the model apart? if not that can leave faces detached and thus showing gaps between the peices. I think sluggs has mentioned 'merge solids' which sounds more like 'attach' in 3d Max where you make the objects into one object. After that I weld vertices at 0.1 (or less if small details get welded together), that'll connect all selected vertices that are close to each other.
(I don't know anim8or all that well).
I've got everyones objs to date, starting to get bogged down, I think I've got about 20 to add again.
@ Schwaa2, i'm unsure if Anim8or has that feature. If it has, i'm not certain where it is! :o (It's probably MERGE POINTS) in Anim8or.
R Soul on 4/10/2004 at 20:00
It is Merge Points.
Any two points have to be part of the same object (done by Join Solids - and NOT by Grouping) before they can be merged.
GORT on 4/10/2004 at 20:03
Oh yah, that's what I do to my objects. Especially after I merge faces.
sNeaksieGarrett on 5/10/2004 at 01:12
OMG! :eek:
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DANG THIS THREAD IS HUGE! Probably the biggest in history of the editor's guild. :thumb: Keep up the good work.
@ sluggs: Hey buddy, how you been? i thought i sent you an e-mail but you never replied. If not, should i send again? What's the best way to contact you?
~SG
Yandros on 5/10/2004 at 03:25
@Schwaa et al: Yes, I joined all the solids back together after detaching faces to texture them. I think some of the points got translated somehow though, or the whole object got slightly rotated unintentionally, and that's causing problems. No biggie though, the new ones will be better. Haven't had any time today, but maybe tomorrow I'll get 'em done.
@Cycle: :eek: Holy crap.
Sluggs on 5/10/2004 at 07:32
I never got an email off you Sneaksie! :sweat: Send another one if you like.
I've stopped PM's now for the time being. :rolleyes:
Gort's certainly done a terrific job on that bike.
R Soul on 6/10/2004 at 21:17
That's a very nice bike GORT :cool: (though I think the handle bars could be titled back a little - so they continue in the same direction as the forks). But, having done such a good job with the fuel tank, seat, handle bars, suspension and the engine, why are the wheels only 8-sided?
Once I've got a 'finished' object in Anim9or I paste in an AI mesh so that I can see whether or not the object is a sensible size.
(I remove the AIs joint/limit planes and I also get rid of the textures because Anim7or tries to include the texture when copy and paste between files)
Like many of us (I assume) I build my objects to a large scale becasue grid snapping is eaier and so is texture UV manipulation. And I don't have to zoom in lots just to see the thing.
Pasting in the AI is a good way of making sure I don't forget to scale down, and I'm able to get the size just right.
Having said that I recently managed to create an egg that must have been 40ft high :erg: