The polysplit SOP , with snap to perpendicular , cuts round a default tube SOP correctly , if you try the same again after tapering one end using a edit SOP , it will not cut a perpendicular line that will meet up as you cut round the tube.
does anyone else get this ? and is there a reason why ?
R
polysplit SOP weirdness
9468 18 1- circusmonkey
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Ah, I see your problem now (after trying it ). I think it's doing the right thing. When you do perpendicular snapping, it's snapping it such that the line segment from the last clicked point to the new point is perpendicular to the new edge that you just touched. So it will spiral inwards if every new edge is at an angle. You could even try following the rule yourself on paper with a bunch of line segments emanating from a centre point.
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Glad you see it edward but then this begs the question how on earth can I slice up polygon model up with tapered areas ?. The model has already been made I just want to add detail. Seeing as there is no other tool for cutting up polys , ie no Knife tool , split edge ring tool. I used the tube as a simple example.
R
R
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Simon …. Sorry but I cannot get your idea to work for the polysplit SOP correctly. I create the loop , and check close for the last edge for the loop. It then snaps to the centre with the bias overide , when I begin to slide the loop , 2 points move in the opposite direction. Every time I create a loop the points that go in the opposite direction are different.
If anything I have found is that is far quicker and easier to model in another 3d package.I am no great user of Maya for modelling but it took me 2hrs from scratch to turn round what I wanted and Ive not really modelled anything major before in Maya. If side effects want to shift more seats of Houdini the modelling work flow and tools need to improve.
If anything I have found is that is far quicker and easier to model in another 3d package.I am no great user of Maya for modelling but it took me 2hrs from scratch to turn round what I wanted and Ive not really modelled anything major before in Maya. If side effects want to shift more seats of Houdini the modelling work flow and tools need to improve.
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Actually I think that bug has always been there, I guess I very rarely use override bias without quad strips and I'd not noticed it before. I have a feeling that Sesi will say it isn't actually a bug, its just following the orientation of the edges that are split, but it really needs addressing if that function is to be of any use other than in very basic cases.
The trick is finding just the right hammer for every screw
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