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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Nov 2005 Location: Israel
Posts: 17
| A question about Dynamic Geometry
I've had the opportunity to do some Hexagon modeling lately, and a question about Dynamic Geometry came to my mind. I noticed that I model, I have the need to collapse the Dynamic Geometry from time to time, so that I can achieve the accuracy I need. My question is, do you do the same or do you manage to model all the way to the final model without collapsing its Dynamic Geometry? If you do, do you save a copy to disk in order to retain it? By the way, I haven't done many Hexagon tutorials (not as many as I'd like to) because I lack the time. Mostly I have to just jump the cold water and model what I need using a trial and error procedure. What I meant to say was, that maybe the answers to my questions appear in some tutorials, if so, I probably missed them. |
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| | #2 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
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It's often necessary to collapse DG to move on to the next stage of modeling. I recommend using the incremental save feature at every stage along the way. The files are usually small so it doesn't fill up your HD.
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| | #4 (permalink) |
| Vertex ![]() Join Date: Nov 2005 Location: Israel
Posts: 17
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Thanks for your replay Patrick and Stu. I thought my question will have more comments than it did, but I guess Patrick summed it up. Anyway, I am happy that my intuition did not fail me and that my modeling habits are not alien after all. |
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| | #5 (permalink) | |
| stu ![]() Join Date: Mar 2004
Posts: 909
| Quote:
anymore comments is pointless.stu
__________________ just trying to cut down the pain threshold AMD2.4 dualcore 4 gig ram, 9400GT ,WinXP Home | |
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| | #6 (permalink) |
| Polygurbs ![]() |
One thing could be added maybe and it goes back to before you actually start to model something. I've almost always modeled in full-Dg and just took for granted that I'd be collapsing things and validating things as I go and in some ways it's nice because it's already on when or if I need it. If I'm doing a room scene with 3 or 4 of the same window or door, Full Dg allows one edit to have the others update in real-time. If on the other hand I am modeling say, a toaster, then there's no reason to have Full-DG on and I'm wasting my time collapsing stuff needlessly. I suppose it boils down to preference and I still model with Full-DG on mostly out of habit, but it's clearly not necessary in many cases to do so, just depends on what you're making I guess.
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| | #7 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,367
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Stu said "Anymore comments is pointless" So here's mine ... When you hit the DG wall and it's necessary to collapse there are a few more options for you. If possible to highlight the polygons, you can then copy/paste as a new object and build from there. This will give you two seperate objects that will need to be stitched up later. but they can both have independent DG history (which can work out nicely in the right situations). Also, you could just do a simple copy/paste of the original object, hide it, then collapse the copy and build from there. at least the original copy is hidden within the same file... shorty |
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