Sub-elements in 3ds Max'es Editable Poly

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4 Feb, 2012 blackew
4 Feb, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Hello experts RenderStuff! My samouchenie presented me another headache for seemingly trifling matter ... When modeling complex with lots of details and polygons, proves very useful ability to assign multiple ranges as a single element or object by Detach to Element / as Object. When doing this, you must select the desired polygons, but it is not always possible to do exactly as intended, ie, it happens that some relevant polygons remain outside the separation, for example, because they are too small or simply placed under the difficult angle for viewing. Hence my question is how can then create a new item to add to it the missing polygons, so that would be all that was one element? Of course the first thing that came to mind in zalest Attach and find something like Attach the Polygon, but for some reason there is not provided. or another solution ... how you can cancel the created element, ie, cancel the operation on the selected polygons Detach to Element?


5 Feb, 2012 Maks (Staff Author)
5 Feb, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Hello, blackew! Solid Element sub-object into Editable Poly is always composed of adjacent faces. If there are two sites that share a common vertex one - it is an element. If the two polygons have no common vertices, the two separate elements. This process is not directly controlled and automatically. The Element mode, when you click on any face, stand out all the faces that are adjacent the top of this initial face from them - all the faces that are adjacent vertices already these, and so on, until you stand out piece "piece" which It called Element. In your case, nedovydelyaya you tear off part of the grounds of the existing elements and thus creates two elements, as since then they have no common vertices, both based on its own, even though some may be visually identical. Next is not difficult to understand how to add the necessary polygons to an existing element - create common vershiiny, ie weld (weld in the vertex) element edge and additional polygons. Importantly, if adjacent dots have two elements in principle, such as in the case of two areas, they will never be a single element. In general, I advise you to always properly select, it is easier than to tear, to see again even tear, sew, see GTR ... and so is infinite😁


4 Feb, 2012 blackew
5 Feb, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Yes, it is not for the faint of heart 🙂 Thanks, now figured out 👍


3 Mar, 2012 Dimon
3 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
the question of how to append the top edge and how is it possible


5 Feb, 2012 Maks (Staff Author)
3 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Dimon, try Target Weld tool.


3 Mar, 2012 Usco
3 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Simply point to the edge - it does, and if at this point to create an edge, it is possible (if only the existing landfill will not disturb :🙂 If you object to Editable Poly, then: 1) In the [Edge] mode, choose [. cut] and start to cut from the place (or the place) where there should be a point on the edge. What is the cut line will not matter. After the cut - the cut you will automatically be highlighted in red. 2) Do not choose just immediately PUSH on the keyboard [Backspace] - it deletes the edge (edge), but leave points. 3) Switch to the [Vertex]) here to get started point (s). Not the right point, too, can be removed [Backspace] ... Next. If there is a "cover" and it is necessary to attach a corner to the edge, then customize the position created at the top of the rib (podkorektirovat position on the edge of the point as possible if you select [Edge] -to scroll [Edit Geometry] (the default is [None]) - Choose how to write Max (RenderStuff) tool [Target Weld] and pull from one vertex to another. -If You just need to connect the two vertices, select them and click [Connect]


3 Mar, 2012 Dimon
4 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Thanks for the answers and then what has Create function for the points for which


3 Mar, 2012 Usco
4 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly

1) I think this is the possibility of creating polygons by points in space. For example, there is such a thing with depressions:

2) Let's create a kind of "customization" that accurately repeats the contours on the desired surface. First set up the "bindings". Click the PCM on [Snaps Toggle], and in the dialog box, note 2 points (snap to points and edges):

3) Select our object ==> Turn on the Snaps Toggle mode (now the cursor will only "magnetize" to points or edges) ==> Turn on the [Vertex] mode ==> Next, click the [Create] button and place the cursor in the place On the edge from which we begin to put the points (we will build a polygon that lies exactly on three planes of the object):

4) I set the point for an example in the following places

5) Now on these points we will create our polygon (the bottom of the superstructure :🙂. Turn off the binding [Snaps Toggle] ==> Enable the [Polygon] mode ==> Next, click the [Create] button (now for the polygons) and go to our object. We'll build the construction from the first point, clockwise down and in a circle, counterclockwise again to 1 point (close the circle) (ATTENTION: Try to hit our "points" :🙂

6) This is the selected area:

7) Without removing the selection switch to [Element] mode and then click the [Hide Unselected] button. This will hide until the "unnecessary" us elements from the screen:

8) We still have an "unfinished" 🙂 element, it does not have enough ribs to become a "full polygon", we'll fix it. Switch to [Vertex] mode and select 2 points ==> Next, click the [Connect] button (this will connect the points with the edge). We repeat the same thing for the second pair of points. The polygon element is ready. The result is shown below the arrow below:

9) Switch to [Element] mode ==> Click on our item ==> Next to the [Unhide All] button (show all)

10) Here's what we got at the moment:

11) Next, create our "superstructure" by squeezing out. Switch to [Polygon] mode ==> Call the Extrude dialog box by clicking on the small square on the right. In the dialog box, select the type of extrusion [Local Normal] ==> Next "how much to squeeze out" click the arrows (the arrows can not be clicked, but click and drag up or down - the values ​​will change more quickly), or immediately write the numbers (if you know how many :🙂 ==> Click [OK]. Our setup is ready. That's basically what for, I think, this option is needed - to quickly build polygons on the required surface, not using "cutting" and "separating" from the main object.

12) Switch to [Element] mode ==> Click on our item ==> You can move our "superstructure" to any place

13) And you can build a "superstructure" ...

14) ... and this one (it exactly repeats the contours of 2 objects):

15) How to build "that's it" 🙂 look below:

Explanations (just in case, by 15):
1) I selected an object with an add-on ==> I dragged the "Shift" along the X axis (I selected [Copy] in the dialog box) ==> I rotated 90 degrees ==> Then I pressed the [Attach] button and clicked on the first object (This Them united :🙂
2) In the [Polygon] mode, selected the top ones in the "add-in" and called the Extrude menu (see 11) ==> Set the type of extrusion to [Group] ==> Stretch squeezed a large amount ==> Clicked [Apply] ==> Arrows reduced the second extrusion (as far as seen in Figure 3) ==> Clicked [OK]
3) I selected 3 polygons on a cad object (if not for [Attach], then on 2 objects we could not allocate simultaneously with 1) ==> Called the [Bridge] dialog (this created a "bridge" between these polygons )
4) The number of segments indicated - 2 (an edge appeared in the middle of the bridge, if 3 - then 2 edges ...) ==> Pressed [OK] ==> Switched to [Edge] mode ==> Selected 1 edge in the middle of the bridge = => Pressed [Loop] (the rest of the ribs were selected in the middle of the bridge) ==> Dedicated ribs behind the arrow just pulled up (made "hump").
Ufff .... ready (wrote half a day - do 3 minutes) 🙂



5 Mar, 2012 Anton (Staff Author)
5 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Usco, I designed the pictures for 10 minutes, where there is writing ...😁 but you still done😉


3 Mar, 2012 Usco
5 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Anton (RenderStuff) - thank you. 🙄 Well, I have something - even something written, or the function is still doing something? 😁


3 Mar, 2012 Dimon
5 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Just Usco grandische mersische for such a detailed response 👌


5 Mar, 2012 mOPs
5 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Usco lesson raszheval to and from 👍 And I tell me what prog arrows on screen was setting. For that which I use, curved arrows does not allow such beautiful 🙂


3 Mar, 2012 Usco
5 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
mOPs is what used (quickly and accurately) 🙂: PicPick - a very good program, a lot of options (with each something to improve the update, add a lot of interesting features on the Russian, free, batch capture ... gentleman set in general.. http : //www.picpick.org/download


5 Feb, 2012 Maks (Staff Author)
6 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Usco, thanks for the detailed explanation! Is painted over in detail😉


11 Mar, 2012 Usco
11 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Supplement to the post: http://renderstuff.com/sub-items-editable-poly-3dsmax-347/#3258 for Dimon, you can simply create a point on ribs and without [Cut]: If you can combine these positions.


3 Mar, 2012 Dimon
13 Mar, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Usco Thank you very much that can be sensed but did not know how 🙂


30 May, 2012 Olga
30 May, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Great thank you!!! Who does not like aces help others ... those who seek to learn more and better 👍 ..


26 Sep, 2012 justaperson
26 Sep, 2012 # Re: Sub-elements in 3ds Max'es Editable Poly
Thank you =) although I have little understanding what's going on 🙄


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