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Screwed up units of extrude face (edit poly)
show user profile  del3d
I'm working on a scene in centimeters. Model of a house.
If I measure a distance between two points, it will display correctly, say 314cm. If I want to extrude a face of an editable poly object by say, 200cm, it will extrude by 20cm in fact (10 times less). So for 200cm I need to put in 2000cm. Moving objects by a distance, creating new objects, everything works correct. Only edit poly face extrude is screwed up. Extrude modifier works fine.
Does anyone have any idea wtf is going one?

read 923 times
3/30/2010 12:53:45 AM (last edit: 3/30/2010 12:53:45 AM)
show user profile  nm8r
It's screwed up because it was scaled and probably the stack was collapsed. You can "reset" it though by doing the following:
1. Create a box (or any object for that matter - I just like the simplicity of a box) .
2. Convert the box to an editable poly
3. With the box (editable poly) selected, attach your model to it.
4. Delete the box (element) since you don't need it anymore.
5. Test your extrusion now and see if it now extrudes by the correct amount.

When scaling is not done in sub-object mode it is passed up the stack so what is happening is that the extrude modifier is also scaled.
read 916 times
3/30/2010 12:59:45 AM (last edit: 3/30/2010 1:07:13 AM)
show user profile  del3d
genius! :) thank you!
read 903 times
3/30/2010 1:07:27 AM (last edit: 3/30/2010 1:07:27 AM)
show user profile  nm8r
No problem. I'm glad it worked. Just remember to scale in sub-object mode if you don't want the scaling to get passed up the stack. A typical example of this would be with an imported Illustrator file that is scaled up and then extruded. If the scaling isn't applied in sub-object mode, the extrusion will be scaled up as well.
read 899 times
3/30/2010 1:14:36 AM (last edit: 3/30/2010 1:14:36 AM)
show user profile  ulisei
if you ever start a project:
be aware of the system AND display units scale !!
choose yours and NEVER change the units during the whole project!
also, and much more important: your co-workers have to use the same units!
otherwise the different scenes won´t match up.

i´ll suggest to reset your whole scene to an empty max-file with the desired units, re-import all geometry as 3ds or obj or what and start again.
now the taper or measure-tool will show you the right measurements...






read 897 times
3/30/2010 1:18:24 AM (last edit: 3/30/2010 1:18:24 AM)
show user profile  nm8r
Units aren't a problem if you know how they work but it is best to avoid the problem by keeping standard units within a company like you said - ulisei. It's also easy to get confused with 3ds max and it's Display and System Units and Autodesk didn't really have it all working properly until around 3ds max 9 I think.
Even the utilities in 3ds max like - Rescale World Units - sucks. You might as well do the Edit Poly attach trick.
We sometimes have models done in Europe and dealing with different units has taught us how to solve problems with it.
That reminds me - del3d would have encountered another problem with the size of the UVW map if he added that to the model's stack since that too would have been scaled.

read 890 times
3/30/2010 1:38:41 AM (last edit: 3/30/2010 1:39:42 AM)
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