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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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Old 23rd April 2007, 15:59   #1 (permalink)
Extrusion
 
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Spliting planar face

Hello people!
What would be the fastest way to split this face into 8 quads (picture)?
Does Amapi have split by isocurve option or something similiar or even better maybe?
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Old 24th April 2007, 10:02   #2 (permalink)
Extrusion
 
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People, please.
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Old 24th April 2007, 14:14   #3 (permalink)
Extrusion
 
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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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Old 25th April 2007, 02:30   #4 (permalink)
Spline
 
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Step back a minute and explain what you are trying to do. Your message is a bit confusing!
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Old 25th April 2007, 07:18   #5 (permalink)
Polygurbs
 
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Butch just throw down a plane and tesselate it and delete the center face, right? Sorry, now I'm confused. ;)
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Old 25th April 2007, 15:49   #6 (permalink)
A la ligne
 
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Is it a nurbs surface ? in this case i can't help you - may be cut tool?
In case of polygons - (it's a long time i've not used Amapi ) try extract tool
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Old 25th April 2007, 20:37   #7 (permalink)
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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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Old 26th April 2007, 23:51   #8 (permalink)
NURBS Booleans are your friend
 
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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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