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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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| | #3 (permalink) |
| Extrusion ![]() Join Date: Oct 2005
Posts: 171
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Amapi can not do this, right?! If I wanna do this, the only way is to use punch option, but then I takes long time since I must draw every curve and also I cannot make them purpendicular to the sides of the mesh since I cannot snap to the edge in poly mode. Bad thing! ...but maybe Im missing something |
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| | #7 (permalink) |
| Spline ![]() Join Date: May 2006
Posts: 57
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The way I did it goes like this. Create a Nurbs cube or rectangle. Boolean using another rectangular shape a whole in the first box. Then using the delete tool click on faces you don't want or untill you have what looks like a single face with a whole in it. I hope this helps!
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| | #8 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Jun 2006
Posts: 134
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If it was me, I would draw the plane on a piece of paper, dimension the sides, divided it into 9 sections, so I know the 2d dimensions of each section and then create the 8 planes I need separately from each other. If they need to be touching at the corners, I would use snap to point. That gives you your 8 quads and keeps them independent. I would think that's faster than trying to split one plane into 9 and then deleting the middle one. You don't say exactly what you want to have here, or why. Because another way would be to divide the plane with vertical planes noughts-and-crosses style and do a boolean intersect, having first given the planes a minimal thickness, and then delete all the faces you don't want. That's assuming you want to finish with 8 quads that are touching each other, but seperate to work with. |
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