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One thing you might try…
Assign a toon line to your object then on the pfxToonShape disable profile, border and crease lines and enable intersection lines. In the intersection line options enable selfIntersect.
You may also want to lower the line width.
A nice benefit is that you can see the intersections as you edit the shape. It might get slow for a heavy mesh, though.
Duncan
Another benefit of toon lines for your mold… if you use profile lines and view from the top it will create lines wherever the mold would break. The profile lines are created where the normals go from forward facing to away facing. By default it uses the vertex normals… if you are more interested in the raw poly geometry then turn off smoothProfile.
Duncan
Also if you want to see overhangs in the perspective view you can create a profile toon line(smoothProfile off), then convert toon to poly. On the toon shape under Mesh Output right mouse over “Camera Point” and do “break connection”, then type in a large value for your axis in the camera point( if up then make it 0 100000 0 ). This is not exactly ortho but probably close enough. This allows you to see any overhangs while modeling as well as zooming and tumbling the view.
Yeah, it seems as if thinking about solutions is a bit like trying to find things. It always seems easier for others that you ask.