![]() This is not entirely intuitive, as T-Splines is presented as a separate modeling method when really it is a modifier on top of an existing model. If you go for the direct T-Splines method, you can change options through your NURBS settings. Users can choose to create T-Splines model primitives or convert existing geometry to T-Splines models. If you've done any NURBS modeling in Maya, you'll be able to pick up T-Splines quickly, most likely with just a few clicks on the shelf. Once installed, you'll find a T-Splines menu and a shelf containing just about everything you'll need to access when creating T-Splines models. This would be much more gracefully handled within the installer. After installing the plug-in, you've got to manually create a shelf and T-Splines menu in Maya. Getting T-Splines set up takes a bit of grunt work, but nothing an average user can't handle. As with most first-generation software, one or two elements will surely benefit from the improvements in future updates. This may all seem like magic, but truth is, the plug-in works as promised. The rest of Maya's workflow remains the same, including mapping, rigging and animation. NURBS models can be more than halved when converted to a T-Splines model. One of the main benefits is increased render speeds. In addition to the speed gained by using T-Splines, users may convert to and from NURBS models without any loss of detail, as well as convert reasonably well to polygons. T-Splines models are seamless, meaning that portions of a low-resolution model can be high detail, with no gaps in between. Taking the wish lists of many modelers into account, T-Splines LLC (yep, they like their product so much they named the company after it) has created a method of modeling with the precision of NURBS while adding much more speed and freedom. I still love Rhino, but SubD need more work.T-Splines is a new modeling plug-in for that allows users to go beyond basic NURBS modeling. Please post files so we can see the issues you are having. If they are confidential, use the uploader here- Rhino - Upload to Support Please screen shot issues and post files so we can dig into them. I would love to screen-share and show you all the issues I’m getting. It get really hard to substract boolean an object and then Fillet the edges. I design and 3d model jewelry and tiny earbuds on a regular bases. The conversion from SubD to Nurbs needs to get better. Stitch is the command to weld disjoint points together, join will merge coincident points.Īgreed, we are discussing how best to implement this.Ħ- Finally and most important in my opinion. If you ctrl+click the button, and look at the included options, is there a right click option added to your button? ![]() Noted- this is on the list for future development. Yep- on the list and we are working on how to best implement this. I still love Rhino, but SubD needs more work. It does a terrible job in all the pieces I’ve tried to use it. Maybe that I’m here … Filleting function has gone backwards in my opinion. It’s crazy difficult to get water tight geometry. ![]() It gets really hard to substract boolean an object, and then Fillet the edges. ![]() The conversion from SubD to Nurbs ( and vice versa ) needs to get better. I know you can select R and it goes away, but for me is time saving to have the right click mouse function.Ĥ- Joining points (Weld points in t-splines), I would love to have that back.Ħ-Finaly and most important in my opinion. This two are very important for work flow.ģ- The right click button command ( Remove Symmetry) is not working anymore. There should be able to have 1, 2 or 3 axes of symmetry. Let’s see, I have several functions ( for me) that need to be improved.ġ- Symmetry (Reflect in SubD) : Right now this command can only do ONE symmetry plane/axe at a time. ![]()
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