I'm creating high-rise storefront window frames using an editable spline that consists of a series of closed splines nested within a larger closed spline. I extrude the whole thing and voila; I have a frame with many crossmembers and openings. This works great 90% of the time (as long as my vertices are welded and my splines are all closed off). But sometimes - even if I follow all the rules - I get a result like the screenshot I've attached. Now get this; I fix it by moving some of the vertices slightly. Usually, I make sure all the vertices have the same x or y values so that my frames are all perfectly parallel, but the only way I've found to fix this weird behavior is to move one or two of them around on the x or y axis so the lines are less than parallel. Any idea why the heck this happens? What am I doing wrong?
It seems like some faces are missing form the end caps, but the normals might be weird, too. I tried all sorts of modifiers on the object (edit poly, edit normals, subdivide, you name it) nothing seemd to change the overall problem. I tried changing the vertex order of the splines, reversing, refining, all sorts of stuff. Very strange thing, you move one vertex a few undredths of an inch and it goes away. Oh, well. A question for the ages I s'pose.
Then I extrude and one corner will get whacked out, even though everything is welded and all the correct plane. I usually just move the vertices, but would like also to know how to prevent this from happening in the future.
so the object consists of many different splines and the problem you are having is that each of the first vertexes don't correlate. when a cap is being put on it tries to match all the vertex numbers and thats why there seems to be holes or missing faces
so display the vertex numbers in the sub-object vertex mode, then look at were the number 1 vertex is for each spline, then just select the most top right vertex of each spline, right click and select 'make first
I know I have read a more current thread on this somewhere, but I cannot seem to find it. The fix that came up in that particular discussion was to mess with the spline steps and turn off 'optimize' and 'adaptive'. Well, I ran into the issue and started searching for a different solution because I tried the method above to no avail. I also tried the ones here that I could, and none of them worked with this particular spline with the exception of moving the points a little, which is a far from elegant solution.
I decided to dig deeper and found that using the Bevel modifier rather than Extrude solves the issue. Just use the 'Level 1 Height' as your extrude amount, and turn on 'Start' and 'End' capping. I even tried to make the problem spline worse to try to produce the error again but the Bevel modifier just plugged away faultlessly with each effort to stump it. The calculation did slow down as the number of instances were increased within the outer spline, but it did work after giving it enough time to compute. Anyways, hope this method helps somebody else avoid and/or solve this problem in the future.
Also in my tests, I found that it is the uniform face alignment that causes the problems. You can create a very large number of abstract shapes within an outer spline and extrude has no problem as long as there aren't a bunch of them perfectly aligned...oddly enough, it even handles that situation amazingly fast on the cpu.
I was able to make a mess of it again while using the bevel, although the tolerance was better. Just chalk Bevel up as another possible solution, but not the be all end all solution I thought it was. For the mesh I needed I was able to use sweep since I was doing a ceiling grid (uniform width), but that method will not work for a lot of scenarios. I fear it is an inherent problem with the way Max builds faces when using morph type capping...perhaps it is something that will be addressed with XBR eventually.
I have a problem, when I try import from CAD file to 3ds max ( i make a spline from corel, and export to dwg file), the spline I extrude and then I convert to polyline. but when I make a boolean , it's no success...
Hi, to ensure Spriteshapes are easily editable even when SceneView is maximized (or when Inspector is closed), most edit options for control points are available within the SceneView. More info here :
Sprite Shape Controller 2D SpriteShape 9.0.0-pre.1 (unity3d.com)
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Hi everyone I'm looking for some script or plugin which can be able to select every n- splinet sub object level in editable spline, something like this one -max/scripts/spline-toolbox?page=1 but this script doesn't work with sub-object spline
Thanks for Help
Try importing the .DWG file into adobe Illustrator then save the spline from illustrator like this: Click file save and name it whatever. Then in the Illustrator Options, change the version to Illustrator 8 and click okay. For some reason max likes Illustrator 8...
Well, individual handles can be moved without first selecting them, so if the user is just editing the shape of the spline itself (rather than moving/scaling it as a whole) then having all handles selected by default would get in the way.
Hi, you do not need to remake the design all over.
To change the shape of the body you can draw shapes on a construction plane that can be used to make cut-outs from the design as shown below.
You can also use the Boolean intersect and subtract tool to modify the shape of the body. There is also a link to a short video on the subtract and intersect tool
Thanks for your reply. Yes, I do know that you can create cutouts with intersections to the body from other shapes. This is not the kind of change that I was talking about. I am talking about changing the subtle underlying curve geometry that was created by the splines. For example, in your model, there is a gentle sweeping curve that forms the waist of the guitar in the lower right of your body. What if I wanted to broaden the shape of that sweeping curve? What if I wanted to move the apex of that curve 5 mm to the right?
Ok.. this is a bit crude but does what you ask.. Basically
$S is your start framme and $E is your end frame. The script goes through and records the position of the object in $object and then creates a curve at the end.
Is $object supposed to be the motion trail itself or the joint that is making the trail? I tried making the object the motion trail itself, and I got a curve that was simply a straight line on the ground. I tried using the wrist of my caracter as the object, and the erroe occurred that no object matched joint_wrist.tx. More help gmask? I'm almost there! (THANKS!!!)
I take it that the joint itself doesn't have curves on it? I think what you can do is to constrain a locator or an object to the joint and use that as the $object. Than you'll have to constrain the joint to the locator if you are going to use the generated path as a motion path for the joint.
I looked over the oringal script and changed it so it would be a bit more usefull (I ended up getting a staright line the first time I ran it, I'm no script wizard but I think the evals weren't getting set to the right positions). I've tested this on a couple of scenes and it should work. Just select your object you wish to create a motion spile from and run it. The script will create a spline based on the current playback range.
I was given some 2D blocks to work with from an external consultant. These contain SPLINEs. I now need to make some changes to these blocks, but find it impossible with Bricscad. I can only edit the SPLINES by dragging the Nodes when they are selected. I can't convert the SPLINES to anything that Bricscad can work with, and I can't trace the SPLINES, because ESNAP doesn't snap to the Nodes.
About all I can think is Stretch will work if it includes a node. They are hard to find because they won't be highlighted during Stretch and the spline had to be created with more than start and end points. Snap Int will work where it crosses another entity, but that's probably not much help.
Thanks, for the reply. So, there's not much I can do with SPLINEs at the moment. I hope Bricscad will have some basic editing support for SPLINEs in the future. Being able to SNAP to the Nodes would be a start. Then, at least, I could trace an approximation with a PLINE.
Hi Simon,
One way to convert a SPLINE object into a polyline with different conversion options is to use a third-party tool like GeoTools. Look under GeoTools -> Conversion -> Splines to polyline (or type GT_SPL2PL on Bricscad command line).
- Save the spline dwg under a new name to a release 12 dwg.
- Open the new drawing and save it once to turn it into a release 2010 dwg.
- In the new dwg the splines have become faceted polylines that can be copy-pasted back to the original drawing.
- If the faceted look is not acceptable then the facets will be very helpful in tracing the spline.
- You can also try using PEDIT > FIT on the faceted polyline.
Is your spline planar? If it is then the Parallel tool will work. Check the option On Same Plane. Specify if you want to go inward or outward and you should be set. However, the offset object will not be a spline anymore. After the operation the controls for the spline are dropped and you will end up with a curve that is not editable with no control handles. If this is fine then that is all that is needed. If you need an editable spline offset you would have to use control lines that are offset (vector lines for example). Once you have done the offset convert the lines to c-curves so that both lines are editable splines.
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