Moving in different directions

Moving in different directions

How do I move selected lines in different z direction, not the same way.
Hope you understand my problem when you see the picture.
 

Attachments

  • Ask.png
    Ask.png
    378.9 KB · Views: 232
1 separate the "claws" (or whatever they are) from the "arm" via the split tool
2 delete one of the claws
3 apply the symmetry modifier to the claw in the appropriate mirror plane
4 select the required edges on the "real" claw
5 transform as needed; in your case move on Z-axis
* the symmetrical "twin" will be subject to identical (but symmetrical) transformations
Servus from Vienna
 

Attachments

  • Screen Shot 2014-04-05 at 20.35.37.png
    Screen Shot 2014-04-05 at 20.35.37.png
    158.5 KB · Views: 211
SymmetryMod

Thanks for answering all :smile:

I use cheetah version 6, and in cheetah3d manual they use something called
"SymmetryMod" but I can't find it.

I have a bit problems with symmetry, used both Creator -> Symmetri and
Modifier -> Symmetry
I try to look in tutorials, because this is really basic.
 
I made it :O)

Thanks Helmut, now I have learnt something new, split tool :smile:

I think my problems with symmetri was because I didn't change under "Properties".
 
Sorry, I don´t know what you mean with "collapse".
If you want to make it invisible (all that is left are the claws of the head of the hammer), click on the M (=mode) tag and uncheck the "visible in editor" property.

If I have misunderstood the question, please elaborate.
Servus aus Wien
 
Two polygons

Sorry, maybe I used wrong word.
I mean, How do I make these 2 polygons objects to 1 polygon object.

Tack på förhand :smile:
 
1 turn the claws object into a child of the parent object (the head and handle mesh). To achieve that, simply drag the claws into the parent object inside the object browser panel (screen dump #1)
2 in the tools menu execute the command import children (screen dump #2)
3 this will "merge" the two separate meshes into a single object (it is the reverse of the split operation)

Note that:
4 the import command does not delete the child object automatically. You have to delete it manually (or save it into an invisible folder if you may need to fine-tune the geometry at a later stage)
5 importing children can stuff up materials you have applied to selections of the two objects. If you deliberately use different shading spaces for the two objects, materials are unaffected by a "merge".
Servus to Sverige
 

Attachments

  • Screen Shot 2014-04-06 at 15.45.17.png
    Screen Shot 2014-04-06 at 15.45.17.png
    230.9 KB · Views: 152
  • Screen Shot 2014-04-06 at 15.45.58.png
    Screen Shot 2014-04-06 at 15.45.58.png
    55.4 KB · Views: 146
Last edited:
Post Scriptum

* It is not mandatory to import the children into the parent object.
* Any transform you apply to the parent object will "take along" any of the lower nodes in the hierarchy.
* Of course, this also works for animations, just in case you want to make a video of goose-stepping hammers :confused:
Servus from Wien

PPS: Sorry, this was a bit fuzzy / misleading:
* It is mandatory to set up the parent > child(ren) hierarchy
* It is not mandatory to import the child(ten) to create a single mesh :frown:
 
Last edited:
Back
Top