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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) |
| Always learning new stuff ![]() | Please, consider that HyperNURBS are not NURBS. It's a marketing word for the Subdivision surfaces (well, with some specific features). If you want to export to Amapi, remove the Hypernurbs to having back the control shape, export it and apply a smoothing in Amapi. You can alsouse the NURBS smoothing to have a -real- shape in Amapi and do the desired operations. |
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| | #4 (permalink) |
| Spline ![]() | I appreciate the input guys! As far as I know it was a extrusion nurbs not a hyper nurbs. The reason that i am building this shape in C4D is because I was building this same shape in Amapi and I couldn't chamfer the edges of it, it kept giving me errors. I am not sure what you mean about "control shape" I think you are talking about the 2d shape of the object , if I export this and open it in amapi I will have to rebuild it again, right? Sorry kinda new to this learning lots though, appreciate the help! |
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| | #5 (permalink) |
| Rhymes with Hell. ![]() | Freshly, if it's the cogwheel that you are modeling, you can use in c4d the "filet and cap" option in the extrude. By defaut "extrude nurbs" just add a cap to close the shape, but clic on it, and choose the "caps" tab then "filet cap" in the drop down menu. And c4d don't export nurbs, or import.
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| | #6 (permalink) |
| Spline ![]() | Thanks again, the problem that I am having at the core is that I want UV map the shape and I want to do it in Carrara. When I export it to Carrara the bevel the caps and the extrusion are seperate pieces, is there a way to convert the Nurbs in to polyhedrel before I export form C4D? |
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| | #7 (permalink) |
| Rhymes with Hell. ![]() | Sure you can. "Make the object editable" (C shortcut key) convert the "extrude nurbs" in a polygonal shape. Select the parent/childs (all the object generated) and go in menu "Functions" -> Connect. It create a new object with all the selected items. Export it as .obj and make your uv / render.
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