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Old 1st July 2006, 11:10   #61 (permalink)
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Me again (sorry!) ...I'm stuck on extruding the viewfinder ..I can't get mine to reduce down on the front - I can only get it to angle - I've enclosed another screenshot.

Is it possible to enter angle, height and scale before validating? I tried it but the numbers change according to where my mouse is at the time .
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Old 1st July 2006, 11:16   #62 (permalink)
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It looks like you have sweep selected on the properties palette rather than extrude. When you use the extrude tool tap the spacebar to cycle through the four options until you get to etrude, the icon is shown in the tutorial.
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Old 1st July 2006, 12:54   #63 (permalink)
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I was using the wrong Extrude...nevertheless even with the one you're using I still can't get it to angle downwards as in your example.
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Old 2nd July 2006, 22:08   #64 (permalink)
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That's because the surface you are extruding doesn't have an average normal pointing in the same direction as his...
You can alter it manually aftwards easily enough though...
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Old 3rd July 2006, 01:02   #65 (permalink)
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Thanks Sardtok..but how do I point them in the right direction, and what does "average normal" mean? I followed the directions in the tutes so i'm unsure how this happened.

I hope Grendel has time to eventually make a s l o w detailed movie (unsubtle hint) because it's a really useful tute..but some parts are frustrating for newbies to understand.
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Old 3rd July 2006, 03:07   #66 (permalink)
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Here's a quick and nasty illustration of what normals are, if you happen to remember much from geometry back in high school, this should ring a bell now.
It shows your surfaces on the left, and his surface on the right (as far as I can tell from the picture you uploaded).
So his extrusion would go straight out, while yours would point upwards (you can try manually changing the angle parameter by typing to see if you might have some luck with that).
Now, I expect you know what an average is, and now that I've shown what I mean by normal (although I kind of expect you simply didn't know what kind of normal I was talking about), being a vector pointing 90 degrees off of a surface.
You can probably tell that that vector would point somewhat upwards on the surfaces you are extruding.

Anyway, I need to sleep, and I'm not going to make a nicer illustration of this tomorrow. ;)
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Old 4th July 2006, 06:48   #67 (permalink)
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I got all the way up to step number 4 before running into problems. I have selected two points on two loops and scaled them with the universal manipulator, but my lens shape is quite small. What am I doing wrong?

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Old 4th July 2006, 15:40   #68 (permalink)
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just go down and select the next two points in the loops and scale those and then the next 2, etc.
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Old 4th July 2006, 17:51   #69 (permalink)
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Thanks for the help Jondra!
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Old 5th July 2006, 03:51   #70 (permalink)
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Quote:
Originally Posted by Sardtok
Here's a quick and nasty illustration of what normals are, if you happen to remember much from geometry back in high school, this should ring a bell now.
It shows your surfaces on the left, and his surface on the right (as far as I can tell from the picture you uploaded).
So his extrusion would go straight out, while yours would point upwards (you can try manually changing the angle parameter by typing to see if you might have some luck with that).
Now, I expect you know what an average is, and now that I've shown what I mean by normal (although I kind of expect you simply didn't know what kind of normal I was talking about), being a vector pointing 90 degrees off of a surface.
You can probably tell that that vector would point somewhat upwards on the surfaces you are extruding.

Anyway, I need to sleep, and I'm not going to make a nicer illustration of this tomorrow. ;)
Thanks Sardtok..hope you had a good sleep
I still couldn't get the darn Extrude to angle as Grendel's did (typing in the angle didn't work at all..it just reverts to what my mouse is doing) so I used a workaround and it looks the same now as Grendel's example
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Old 25th July 2006, 18:16   #71 (permalink)
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Blink Link broken

Sorry is it only my problem? I cannot download the camera ZIP file.
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Old 25th July 2006, 19:41   #72 (permalink)
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Fixed, sorry!
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Old 11th September 2006, 18:30   #73 (permalink)
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multiple edges on extrude

I'm working through the tutorial with mostly good results. However, I notice that on several occasions using the specified tools, I'm getting more than one edge appearing in the same space. The initial extrude on the left side resulted in my two front corners being separate. After deleting the extruded edges and rebuilding the front faces with the bridge and tesselate tools, the extrusion worked as expected, with the corners moving in sync rather than as separate units.

Also, when I attached the knob to the left top, using the facet tool to fill in the gap resulted in multiple edges which don't show up in unsmoothed mode, but which cause things to get seriously screwed up when smoothed. I managed to separate the overelapping edge points and fuse them with a target weld and all is well. But I'm not sure what I'm doing wrong to produce those multiple elements.
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Old 11th September 2006, 20:52   #74 (permalink)
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Screenshots of the problems would help
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Old 13th September 2006, 05:54   #75 (permalink)
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Quote:
Originally Posted by Grendel
Screenshots of the problems would help
Here is an example. I have the correct options selected for the tool; the corners are just separate elements. Like I said, deleting the entire extrusion and rebuilding gave the correct results.

edgework.tripod.com/samples/cameracorners.jpg
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Old 13th September 2006, 13:46   #76 (permalink)
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Did you make sure are not extruding each face and doing it as a whole block like in the attached image? I can get a result like yours but only if I use face independent.
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Old 13th September 2006, 17:44   #77 (permalink)
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Quote:
Originally Posted by Grendel
Did you make sure are not extruding each face and doing it as a whole block like in the attached image? I can get a result like yours but only if I use face independent.
Followed the steps in the tutorial. Selected the front faces and extruded them. Then selected the faces on three sides but could not get the three to act as one unit. It wasn't a tool issue; no option caused them to behave correctly.

ah well, I'll keep noting what I'm doing and the results. Meanwhile, the workaround got me where I needed to be and also alerted me to possible future problems to be alert for.

The tutorial was extremely helpful.
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Old 14th September 2006, 04:16   #78 (permalink)
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This looks great. I am downloading it know and can't wait to work on it.
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Old 14th September 2006, 21:44   #79 (permalink)
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Does any one know how to get the texture of the camera done? Meaning the stickers that it comes with.
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Old 14th September 2006, 21:46   #80 (permalink)
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You can either uv-map areas where you want stickers, create separate shading domains, or create rectangle layers in the shader room using opacity maps for your stickers.

I UV mapped this one http://forums.polyloop.net/gallery/s...searchid=10744

and opaciity mapped these http://forums.polyloop.net/showthread.php?t=7216

they both work well.

Last edited by Grendel : 23rd February 2007 at 13:14.
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