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Couple of modeling workflow questions
show user profile  horizon
It's been long since I've posted any modeling questions, I got quite comfortable with it.
But there are a few things I'd like to do quicker as they come by very often in my workflow.

1. How would you unwrap this?
Like pelt map would do so you don't stretch anything but get some weird rotations in the smaller polygons and harder job at texturing
Like cylinder UV would do, getting deformations in the smaller polygons and slightly stretched surface, but easier to texture (ie. horizontal lines)

2. What's the quickest way to get from 1. to 2.?
I did this by chamfering the vertex, target welding the new horizontal ones and connecting them with an edge.
Could have done similar with chamfering edges. But is there a way to restrict edges by which the vertex is chamfered?

3. The quickest way to rotate the selected edges with the pivot temporarily set on the vertex with the arrow?

4. Also how would I restrict the movement of a selected sub-object parts when snap (vertex) moving it around?

5. What is the Xform from the modifier list for? It doesn't seem to do anything. I have most used modifiers set above my stack, and do reset xform quite often, is there a way to do it quicker than in utilities?
Or maybe get a script button to the modifier set somehow?

Thanks in advance

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6/21/2010 6:57:42 AM (last edit: 6/21/2010 7:01:11 AM)
show user profile  mrgrotey
1. Dunno I've always gone with method 1 but dont know how to get rid of the distortion.

2. I think you can with that famous poly tools plugin (the name escapes me at the mo) its called hard chamfer or something but even then I think you have the quickest way.

3. Eithe ruse 'working pivot' (function added in the last few versions of max) or see point 5 in the 101 things thread

4. Restrict it how? I dont understand.

5. I've yet to find that out too :)

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6/21/2010 10:05:34 AM (last edit: 6/21/2010 10:05:34 AM)
show user profile  Garp
About #3 and using vertex snap, it's a little differentl with sub-object selections.

Same as with objects, you need to change the Transform Center from the default Pivot Point to either Selection or Transform Coordinate. Otherwise it doesn't snap.
The trick then is to orbit your view so that both the vertex AND the gizmo axis you want to use are aligned.

direct link

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6/21/2010 10:44:17 AM (last edit: 6/21/2010 10:44:17 AM)
show user profile  mrgrotey
No need to align it up in the view, it will always use the last used axis, so either click on the approprite axis on the gizmo or change the axis via the axis constrant toolbar (or by the F5-F7 keys)

[edit] actually the video I linked to in the 101 things thread is by you Garp and you use the exact same method as this just using the axis toolbar and not clicking the gizmo.
Not sure what trouble you had but the object level and sub-object level do actually work in exactly the same way. For me anyway.

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6/21/2010 11:32:41 AM (last edit: 6/21/2010 11:44:51 AM)
show user profile  Garp
Oh! Locking the selection!
I've never found a use for that space bar shortcut before. Thanks :)

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6/21/2010 11:56:08 AM (last edit: 6/21/2010 11:56:08 AM)
show user profile  mrgrotey
:) I even use the X key in my turtle tut too :D

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6/21/2010 12:35:32 PM (last edit: 6/21/2010 12:35:32 PM)
show user profile  markoid
Do you use teh famous press x gif in your vid grotey? ;O)

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6/21/2010 1:46:58 PM (last edit: 6/21/2010 1:46:58 PM)
show user profile  horizon
Thanks guys, works like a charm that rotation. Although the last 2 icons do exactly the same for me in this situation (selection center and transform coordinates center).
Why is that? It's clearly not rotating around the selection center if the pivot vertex is far away from it.

By restriction in the question 4 I mean restricting it to 1 or 2 axis. So I select a bunch of vertices, switch snap on, and snap one of the selected vertices with some other one, but only on X and Y, or only X.

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6/21/2010 4:07:28 PM (last edit: 6/21/2010 4:07:28 PM)
show user profile  mrgrotey
They work both the same way as the first icon takes each vertex by it's own pivot point whereas the other two group them together to be moved from a common pivot just in different locations.

And to answer your question click the axis lock icon on the axis constraints toolbar (the one with the magnet on, this will only move the objects over the one or two selected axes when using snap.

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6/21/2010 4:12:20 PM (last edit: 6/21/2010 4:12:20 PM)
show user profile  Garp
If you mean the axis constraints, it has its own toolbar. Right-click on the main toolbar to enable it.
Or you can use alt-D to toogle the constraint. It uses the last axis (or plane) you clicked on the gizmo.
Very useful to realign things.

edit: grrr..

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6/21/2010 4:16:44 PM (last edit: 6/21/2010 4:17:30 PM)
show user profile  horizon
Ah, nice, thanks a bunch guys.

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6/21/2010 7:29:22 PM (last edit: 6/21/2010 7:29:22 PM)
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