Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

Add Vertices to Cube
show user profile  willdabeast240
Hi everyone,

I have a simple 3D cube, and I would like to place a vertex on one face of the cube. Then, I will export it as a .obj and open in Notebook to find the XYZ coordinates.

I have tried to create a vertex in the 'Edit Poly' modifier, but the vertex isn't created on the face. It just ends up floating an arbitrary distance from the cube. Any thoughts on how to get the vertex on the face of the cube?

-Will
read 389 times
5/28/2013 7:57:36 PM (last edit: 5/28/2013 7:57:36 PM)
show user profile  LionDebt
Vertices exist on edges.

Presumably the face of your cube has no edge for the vertex to sit on.

Try connecting two edges, then again, then you'll have a vert on the center of the face.
read 376 times
5/28/2013 8:06:53 PM (last edit: 5/28/2013 8:06:53 PM)
show user profile  vierendeel
Sorry, but I gotta ask...is the sole purpose of this exercise to determine the x,y,z coordinates of a point on a cube's surface? If so, I'm not quite sure I understand the point. If you know the geometry of the cube, its orientation, and the coordinates of at least one of the vertices, determining the x,y,z coordinates of any point on one of its surfaces is pretty straightforward. Or is there something I'm missing?
read 374 times
5/28/2013 8:12:15 PM (last edit: 5/28/2013 8:16:21 PM)
show user profile  willdabeast240
No worries. It's a bit more complicated than that. I am actually working with an imported object, not a cube. I just used the cube as an example to make it more simple to think about. I imported a mesh that has a texture pattern on it. There are specific points on the texture pattern that I need to mark with a vertex. Then, I can subtract the original mesh from the mesh with added vertices, to just get a mesh of the points that I am interested in. Does that make sense?
read 374 times
5/28/2013 8:23:37 PM (last edit: 5/28/2013 8:23:37 PM)
show user profile  Garp
Create a primitive, right-click > convert to editable mesh, go to vertex level, ctrl-a, delete. Now you're left with an empty emesh.
Click on create, turn 3D snap on, set it to face, click on your base object to add new verts.

To get the vert coordinates, select a vertex, look at its index in the selection rollout - say, 42 -, hit F11 to open the listener and type getVert $ 42.
If you're a little maxscript savvy, it's easy to get all the coords in a text file.




read 345 times
5/28/2013 10:01:35 PM (last edit: 5/28/2013 10:02:14 PM)
show user profile  willdabeast240
I didn't delete all the vertices, but I did all the rest and it worked. Thanks for your help, Garp. I already have code to get this thing into MATLAB, so I shouldn't need maxscript.

Thanks again!
read 344 times
5/28/2013 10:29:19 PM (last edit: 5/28/2013 10:29:19 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org