ZooHead's Tool Tips

ZooHead

Well-known member
Co planar polygon test


This is a way to spot those pesky double
polygons we accidentally make sometimes.

If you run this test before you use Optimize to weld
everything together, they may be easier to see.

 

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uncle808us

Well-known member
What are you showing in object mode polygons not welded? I get the other examples. And Thank you for the tips.
 

ZooHead

Well-known member
What are you showing in object mode polygons not welded? I get the other examples. And Thank you for the tips.

Just to show the difference, and if you look closely you can still see the bad polys.

Bonus Tip: If not welded, they can be deleted easily by selecting one good
polygon and hitting command-G, which will select all connected/welded
polygons. Then just invert the selection and delete.

 

ZooHead

Well-known member

Here's a tip for the Inner Extrude tool from astrologix.

I'd never used Inner Extrude with vertex points before.

Remember, the tool works by click and drag left
and right, and distance shows in the Status Bar.

HOW TO TRUNCATE A CUBE:

 

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ZooHead

Well-known member
JAM: select all points and call for linear bevel/level 1. No restoration needed.

Cheers
Frank

Cool Frank, another tool that works with points,
and a better way to truncate a cube. :cool:

I was testing to see how the ruler works with this
operation, and found this weird, but good behavior.

 

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ZooHead

Well-known member

Oops I spoke to soon, sometimes the ruler doesn't flip correctly.

 

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Joel

Active member
Advanced Technique by Erfahrener Missbraucher

Version 7 affords many advanced modeling techniques previously impractical or impossible. Instead of a basic two-step beveled cube, I prefer to use "Just Another Method." 1) Add a Cylinder Polygon Object to scene 2) properties: Sections longitudinal = 4 Sections height = 1 Sections ground = 1 Radius = 0.5 Height = .707 Cover = None 3) Rotate X Axis –315º 4) Make Editable 5) Go into Polygon Mode Right click – Polygon – Fill Hole – add top and bottom polygons 6) Right click – Object Info – Watertight? Yes 7) Add a Polyhedra Polygon Object to scene Properties: Radius = 0.5 Type: Octahedron 9) With Octahedron selected, go into Object Mode 10) Scale up the octahedron X = 1.707, Y = 1.707, Z = 1.707 11) In the Object Browser: Add a Boolean Creator Drag the Cylinder and Polyhedron to be children of the Boolean Creator 12) Select the Boolean Creator 13) Properties: Operation = Intersect Multi-Knife = checked 14) Make the Boolean object editable Voila! A Watertight Cylinder-Octahedron Boolean-Intersection Polygon Object! Which technique provides superior results? You decide.
 

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Last edited:
How about:

1: Make an eight sided disk (octagon)
2: Duplicate it 5 times (= 6 x octagons)
3: Rotate each octagon until they make the faces of the truncated cube
4: Fill the triangular holes

Cheers
Rob
 

ZooHead

Well-known member
And let's not forget the Symmetry Modifier.​
Build 1/8 of the model and let the modifiers build the rest.​

SymmJam.jpg
 
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ZooHead

Well-known member
I like to work in Cheetah as much as possible but recently had some trouble with the Circle Spline Object.
I needed to figure out how to get a partial circular spline.

So this is what I figured out. I hope it's useful.

working-in-circles.gif
 

ZooHead

Well-known member
Thanks for the link Frank, and thanks to Herb for the script. (y)

So if you want to edit a flower spline object or other
closed spline in Cheetah this will still be helpful.
 

ZooHead

Well-known member
This is a trick for creating splines with regularly spaced control points- Cheetah v7.5b1
This trick requires Hiroto's fantastic PolygonToSpline script to extract a spline from polygon edges.

slats_splines.gif
 
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frank beckmann

Well-known member
When you check distance between points inside the loft-creator you´ll notice it´s not 100% precisely - but good enough perhaps.

Cheers
Frank
 

ZooHead

Well-known member
It is precise if you set the Approximation Angle on the original Bezier Spline to 1.
A step I excluded unfortunately.
 
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