This is a little problem i found when modeling my product shot for the demo reel.
After using the "trim tool" for doing that star shape hole on the geometry i needed to do a loft between the onward and backward star edges.
This is what i got from the "loft tool":
As you can see if you zoom in the image a problema arises : the resulting "geometry" is very ugly. At first i thought it could be the viewport cheating. I did a render and... exactly, the lofted surfaces were as shown :( --> big problem.
So I decided to automate the first process i came into when i started this, which was selecting pair by pair of trimmed edges and loft them. The drawback was that I had to do several times the op. Here comes Python I thought. It took me a couple of minutes and a look at http://download.autodesk.com/us/maya/2011help/CommandsPython/loft.html to figure it out.
import maya.cmds as mc curSel = mc.ls(long=True, selection=True) if not curSel : sys.stdout.write("No object(s) selected!!") else: nOfEdges = len(curSel) for i in range(0,nOfEdges,2): mc.loft(curSel[i],curSel[i+1])
Important Note: it's crucial for the code to be effective that you SELET BY PAIRS
of trimmed edges that might be lofted, because the current selection respects that order.
Here above all the trim edges selected.
Now below the result after applying the script:
Notice how the topology is now super clean!!! :))
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