Monday, August 23, 2010

Hide Object

I came across my latest problem was while creating an eye for a character. I created the outer eye and inner eye objects. I pressed Ctrl+H to hide the outer eye so I could work on modeling the inside. After finishing the inner eye I wanted to add textures to the outer eye and make in transparent. The problem I came across was that I did not know how to make the outer eye visible again.

Below is the inner eye after I pressed Ctrl+H.


SOLUTION (multiple):

1. You can simply type Ctrl+Shift+H to see LAST hidden (sometimes can not be used depending on the situation)

2. You can open your outliner and select the hidden object and press Shift+H to unhide it.

3. You can check the visibility in the attribute editor once you select your object in the outliner and type 1 in the visibility tab make it visible.

Check imgs below to see the solutions.

Below- The left arrow points to the outliner and the the hidden object that must be selected. The left arrow shows where the visibility is located in the attribute editor. The visibility tab reads "off" meaning not visible.


Below- The outer eye is now visible and I can now add a transparent texture to it. The arrow points to the visibility tab in the attribute editor. The visibility tab reads "on" which will happen after your type 1 and press enter.

Face Center

I was not able to select the "face center" of the faces (img below)


"face center" is the vertex like dot found in the middle of a face (see img below)


Instead my object had no "face center". How do you adjust the option to have a face center or not?

SOLUTION:
Go to settings/preferences/selection then find the face selection and choose center (see img below).

Mirror Geometry Problem

I am trying to mirror the geometry of an early model of a head. When I select the head and mirror the geometry the open spaces on the head seem to fill instead of staying open (see imgs below).

polygons>mesh>mirror geometry





THE SOLUTION:
Check your merge threshold and lower you merge threshold if your mirrored object seems to be filling holes it should not be (see imgs below).

Above: Merger threshold set to 0......
NOTE: with 0 when you zoom up close there is a small separation between the two halves. This is best seen at where the bottom of the neck meets in the img above.

.01 works best with this model (see img below). Look at the neck and see how it is reacting to a .01 threshold. play with the threshold to make it perfect for your own objects.


Below: Merge threshold set to .1

Tuesday, August 17, 2010

border edge tool> bridge tool





In the above imgs i am trying to merge the raptors arm to it's body.

before selecting the border edge tool and bridge tool i deleted history on both polygon objects and combined them to one object.

the problem i ran into to solve it is that the bridge tool is combining the two objects to a line not to the points the computer should automatically read.

select>border edge tool>bridge tool

SOLUTION:
The culprit for this type of behavior is flipped normals on one of your objects. Here's something you should check before merging your objects:

In your perspective view, go to the "Lighting" menu and disable "Two Sided Lighting". If any objects in your viewport turn black, they have flipped normals. In other words, the geometry is "inside-out". (img below)



This can be fixed by selecting the inverted geometry and going to Polygons > Normals > Reverse.