jjroland opened this issue on Jun 15, 2007 · 10 posts
jjroland posted Fri, 15 June 2007 at 9:17 PM
One thing that I have learned in my life is that there is usually an easier way for nearly everything. When you are new to anything - unfortunately get stuck doing it the long way more often then not.
So I decided to take the advice of people here and just open the darn program (carrara) every day and try to make stuff. So I tried in my mind to think of something to make that would utilize the few things I did understand and hopefully enable me to learn more in the process - I came up with scissors.
I have come to conclude that my idea for the best way to make the handle (only using primitives because that's all I understand so far) - sucks!
I started with a sphere - scaled it - shaped it - made it a flat oval. Tried to cut a hole in the center - and whoa boy here's where my problems start. I can cut them out fine; reattaching the polys to eachother after is where my expertise ends.
So after my LONG winded explaination - here is the **question:::
**How would YOU make a scissor handle out of primitives? Would you even use primitives as the fastest method? Would you use the vertex modeler?
I just want to see how far off I am from the obviously easier way (it must exist).
Thanks in advance I look forward to hearing any and all replies-
I am: aka Velocity3d
MarkBremmer posted Fri, 15 June 2007 at 9:59 PM
Hi JJ, This is actually a good candidate for using both the spline and vertex modeler. First, you can create the basic outline of one side of the scissors in the spline modeler using the pen tool. For the hole where your hand goes, create an additional shape. Then select both shapes (cross sections) and from the Arrange pull-down menu, select "Combine as Compound" Now your scissor handle will have a hole where your hand goes. Adjust the extrusion path (that little pink line) until you've got a good average thickness to your shape. Once your satisfied, go to the Edit pull-down menu and select "Convert to another modeler". Choose "Vertex" from the modal dialog/option. Now you'll be taken to the Vertex Room where you can selectively scale, rotate and finesse the basic shape into something more closely resembling a scissor half. Once your satisfied with that, all that's left is to return to the Assembly Room and vist the Edit menu, selecting "Duplicate with Symmetry" to get the other half of the scissor. BTW, I wouldn't neccessarily consider scissors an easy object to model. ;-) Good experience maybe, but not walk in the park. But if you can model those after a couple of tries, there won't be much you can't model after a little thought! Mark
jjroland posted Sat, 16 June 2007 at 12:18 AM
Thanks for the reply Mark.
That is a nice easy way to get a hole in something. Much better than the way I was trying. As for it being easy; I agree an apple or beach ball may have been more up my alley lol. I did have something at one point that from across the room did in fact resemble scissors though - so I have hope and Im going to keep on trying = D
I am: aka Velocity3d
jjroland posted Sat, 16 June 2007 at 10:17 AM
I am: aka Velocity3d
jjroland posted Sat, 16 June 2007 at 10:17 AM
I am: aka Velocity3d
jjroland posted Sat, 16 June 2007 at 10:18 AM
Anyway to change how it converts it to vertex object?
I am: aka Velocity3d
jjroland posted Sat, 16 June 2007 at 10:55 AM
Ahah I found the answer - go through with the scissors and delete 10 million diagnal lines = D
I am: aka Velocity3d
MarkBremmer posted Sat, 16 June 2007 at 12:26 PM
That's one way. ;) If you want to create a mesh with a little more control, you can use the Link tool (keyboard shortcut "G") and connect the vertexes of your choice. The other way is to select the polys on that side and crease the edges. This will eliminate the triangle look too. Fast and easy to do as long as the paintbrush selection tool is being used.
jjroland posted Sat, 16 June 2007 at 6:17 PM
I am: aka Velocity3d
MarkBremmer posted Mon, 18 June 2007 at 6:41 AM
Please keep posting your work-in-progress. It will be fun to see how this one turns out. Mark