Forum Replies Created

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  • Matt St-pierre

    June 16, 2017 at 11:29 pm in reply to: “Link” Object to the scene

    Oh ok. Sorry I didn’t saw you post and either the edit.

    I’m gonna read on that! Thank you so much guys, it’s appreciated.

  • Matt St-pierre

    June 16, 2017 at 11:12 pm in reply to: “Link” Object to the scene

    Hi!

    Sorry for the BIG delay but i startup 2 companies so.. right now i don’t have enough of 24h in a day! ????

    What I was talking about, and that’s maybe my bad english that made me not clear, is too create objects in separate files and then just “link” them to the main scene. I mean you create the main scene with some objects and then you “import-link” some other objects. The cool thing would be if the linked object file are modified, then it will be also modified on the main scene. This way when its a complex scene and it’s start to be laggy and heavy, you can simply open the desired file, modify it without any lag and any other objects round. Then you open again the main scene and the modification is automatically applied as the objects is linked.

    Hope to be more clear! 😀

  • Matt St-pierre

    February 6, 2017 at 6:58 pm in reply to: Weird Disconnected Edges/Vertex

    Oh wow. I remember to have read on that but while learning a lot of tricks in a short time makes me forget tips sometime.

    I tried adding few cuts on the surface.. works like a charm!!

    Adam, thank you so much. In the past few comments I learned a lot of very important basic technics.

  • Matt St-pierre

    February 6, 2017 at 5:19 am in reply to: Weird Disconnected Edges/Vertex

    Thank you very much for that Adam.

    As always, I never ask a question on a forum and then wait for the solution. So I decided to model a brand new box with the Modeling Mesh Checker ON. I learned a lot on the way I have to do modelling when the object “have an inside”, thank you very much. Now my box is very well modelled and I have no geometry errors. I learn fast.

    My bevelling is flawless, I think. However, when I had an SubdvSurface, things are wrong on the corners. Look at the video. I tried to play with settings, with the bevelling settings.. nothing to do. The only thing is to set the Subdv Type to Adaptative which fix it but I don’t think that’s the good way to achieve it.

    I want to add a subdivision because as the cover(top), I will deform it a little bit to not have a fake 100% square box.

    File: https://f1.creativecow.net/file/11020/11020_boxtemp.c4d.zip
    Video:
    https://youtu.be/8HTvDAeECzc

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  • Matt St-pierre

    February 4, 2017 at 8:21 pm in reply to: Weird Disconnected Edges/Vertex

    Ok this is more than annoying. I decided to make a new box because i’m not able to fix the previous box problems. This time I decided to make it more realistic with “extruded walls”. Before to continue modelling the box, I had the idea to test the bevelling somewhere. It’s working, but only 1 time on 2.

    First time: Bevel wrong -> cmd + z
    Second time: bevel prefect -> cmd + z
    Third time: Bevel wrong -> cmd + z
    Fourth time: bevel prefect -> cmd + z
    etc..

    ???????????

    What’s wrong.. seriously I really start to lost my nerves.. Someone could open this scene and tell me whats wrong!? Theres nothing complex there why I have all these problems.

    Scene file: https://f1.creativecow.net/file/11018/11018_boxtemp.c4d.zip

    https://youtu.be/q5zroYe_41E

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  • Matt St-pierre

    February 4, 2017 at 5:06 pm in reply to: Weird Disconnected Edges/Vertex

    Here is the original scene without my product ????

    Still same problem
    https://f1.creativecow.net/file/11017/11017_box.c4d.zip

  • Matt St-pierre

    February 4, 2017 at 5:02 pm in reply to: Weird Disconnected Edges/Vertex

    Oh, and for the normals aligned, I just opened up my backup file and I know the reason: In my backup file I still have object separated. I mean I have my cube and my spline for the strip hole into the Boole. All the normals are perfect. In this scene I have “Connect Objects + Delete” to merge it and have a single object.

    But normals align isn’t my problem for now.

  • Matt St-pierre

    February 4, 2017 at 4:42 pm in reply to: Weird Disconnected Edges/Vertex

    Thanks for the reply.

    @Adam, when I turn the Mesh Check ON, I can’t see the problems. The problems aren’t located where i’m trying to bevel. I also tried with all the normals facing up and nothing better. Yesterday I have read about the normals and I tried bevelling a corner on a separate cube with reversed normals and it was working perfect.

    @Brian, I fixed the double vertex problem but still not working. Anyways, the double vertex was just because the 2 edges wasn’t aligned and I don’t think that will cause my problem. When I try to bevel the edge/vertex at the bottom seems to separate itself.. which is weird.

    I don’t know how this is possible to have a mess like that because this box is from a cube.. which I made some knife cuts for the transparent plastic on the right, and also a boole for the strip hole. Thats it..

    Lets take a look at the video, everything is weld together:
    https://youtu.be/_gc866T1Zhw

    And nothing is still working.. ????:
    https://youtu.be/uneYMi8JFkI

    Is you guys are able to get this edge bevel with my file project?? Because it’s been doing more than 5 hours i’m trying to bevel this edge.. i’m really annoyed now ???? Whatever i’m trying and whatever the way I close the holes.. it’s not working. Seriously that’s very stupid..

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  • Matt St-pierre

    February 3, 2017 at 11:11 pm in reply to: 2D Oultine Selection from 3D Object

    Hi guys. Finally it’s a mess. As the file is a CAD file, the object have meshes inside the object and that’s very too complex. But I will just put the object directly into the foam (half) and then render it like this. I have no choice. Thanks for your help!

  • Matt St-pierre

    January 30, 2017 at 6:21 pm in reply to: 2D Oultine Selection from 3D Object

    @Jim I can’t really upload the project file because that’s a product i’m developing. I know it would be a lot easier but its impossible for me, i can’t take the risk to share my product. What I mean by heavy boole in fact is because of the complexity of the assembly, the boole algorithm have to work a lot and a lot before giving the output result. I mean, I activate the boole and then I have to wait around 15-30 seconds until the result appear.

    I know I can remove the inside polygons but it’s gonna take forever. I know it’s a solution and I keep it in mind but I would like to find a better and fastest solution for now and future projects. It must have a better solution. I’ll find it. ????

    @Adam Interesting. Yes I will try in the top viewport while Snaps activated. It might work.

    I had a pretty intense weekend so I will try again today or tomorrow. I will let you know guys. Thanks for the help/tips.

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