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Spline trouble...
show user profile  digital3ds
I made this helix, and the vert count was crazy and turning down interpolation didn't do anything. I added a normalize spline mod (in green) and then an edit spline mod (to the right), but when I collapse the stack i loose my edit spline info and get the crappy green version. Am I doing something wrong here? How can I reduce the vert count on this b-boy?

Also, I tried to convert it to NURBS and rebuild but that didnt work right either.

- Mike Sawicki




read 285 times
12/30/2011 10:07:21 AM (last edit: 12/30/2011 10:07:21 AM)
show user profile  mrgrotey
Yeah helices are bitches.
This method isn't perfect but it gets you close.












Unable to display content. Adobe Flash is required.





read 275 times
12/30/2011 10:57:54 AM (last edit: 12/30/2011 11:03:58 AM)
show user profile  Garp
Make a box with a square base and as many height segments as you want one turn of the helix to have.
Add a twist set to 360 degrees.
Add an edit poly mod, turn off the twist, select a vertical edge loop, turn the twist back on, create a shape from the edge selection set to linear, delete the box.
Shift-clone the result.

Actually, it takes longer to type it than to do it.
I made a jing of it not long ago but I can't find it :\

edit: here it is :click me
2nd video on the page (read the text just above it).




read 274 times
12/30/2011 11:02:49 AM (last edit: 12/30/2011 11:08:15 AM)
show user profile  mrgrotey
damnit :) knew my method was crap :)




read 272 times
12/30/2011 11:04:52 AM (last edit: 12/30/2011 11:04:52 AM)
show user profile  Garp
Not crap. If you don't need to be super precise, it's fast and simple.




read 265 times
12/30/2011 11:09:20 AM (last edit: 12/30/2011 11:09:20 AM)
show user profile  digital3ds
beautiful, thanks guys
- Mike Sawicki




read 254 times
12/30/2011 11:26:39 PM (last edit: 12/30/2011 11:26:39 PM)
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