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Is it possible to trim or mitter planes in Max 6?

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  • Is it possible to trim or mitter planes in Max 6?

    Is it possible to trim or mitter planes in Max 6 or we have to wait until Max 16?
    I have "unununu" waved planes to simulate spanish tiles,
    when crossing both from x and y direction faces, what is the most effective way to trim or mitter that encounter?
    Thanks a lot

  • #2
    You should use a box not a plane to chamfer (miter) or extrude then bevel the plane for the same effect.

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    • #3
      Sorry, but I don't follow you!

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      • #4
        he's saying, instead of using a plane to construct the tile, use a box, bend it, then cut it. A plane only has one side, a box has both. You can go into sub-object mode, and there is a slice tool. It works a few different ways, Im sure you can figure them out.

        Travis

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        • #5
          The question was: "Is it possible to trim or mitten planes (or meshes) in Max 6?There are two possible answers: yes or not.
          Which one applies in this case?
          I.M.H.O. "NOT"applies!
          This is another basic modeling limitation that comes from the ancient times of 3dsStudio for D.O.S and 3DSMax#1!
          Like other basic ones like the possibility of filleting an edge of any simple mesh at Sub-object level, among others, like better Osnaps!
          Do we have to buy PowerSolids plug-in or any alike to do that?
          Why don't Discreet people try to improve this kind of basic-fundamental tools first and later on adding secondary new features?

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          • #6
            you question was not clear, so you did not get a clear answer. the editable poly object, and to some extent editable mesh, have most of the functionality you describe.

            to fillet the edge of a box or solid geometry form, (a plane cannot have a filleted edge as it has not 90 degre bends usually) you can use the chamfer tool. chamfering multiple times can create a rounded radius quite easily. the only drawback is that it is somewhat manual and getting a precise radius is difficult. but for the purposes of max, this is fine because as we all know, if it looks right, it is right. making an automated method of filleting edges on polygons is an incredibly dificult prospect as far as i know, and i have never seen a package that does it well(or at all for that matter). that is something best left to procedural surfaces like nurbs.

            trimming surfaces nurbs style can be accomplished with a slice modifier, or the slice plane inside an editable poly object. making a curved trim is doable with the "cut" option in the boolean object if necesary, but max booleans are not so spectacular (though i have been having good luck using it on an editable poly object). you will of course hafe to make your cuttinging object have enought steps to make the curve look nice and smooth.

            as far as object snaps, i have never had issues with them, and they are rather robust. remember, the snapping options and abilities of a polygon based modeler are always going to be lack lustre when comparing to parametric surfaces such as nurbs. this is the nature of using triangles to make up your geometry and will likely never change.

            if you are looking for highly accurate nurbs surfacing tools or solid modeling, power solids is as close as you will get in the current 3dsmax release. max has never has great nurbs, and users generaly have not cared. if you need this kind of abilty, and power solids doesnt cut it, then you should be looking at a design package like rhino, inventor, or studio tools instead of an animation program. animation packages (max, maya, and xsi as well) dont support the accuracy levels that those tools require. maya of course has much better nurbs than max, but they are still vastly inferior to any true nurbs cad package.

            as much as i like to bash discreet whenever i encounter an issue, they do in fact, with every release improve greatly the "fundemental" tools that make it one of the most user friendly packages available. leaving nurbs by the waysite was likely a good idea in the long run, as thats something best left to a third party developer who can devote the time to making them work properly within the context of an animation package. making a mediocre improvement in nurbs to appease a select few who ask for it (me included) would end up being a waste of development time, because it would still be a useless tool. i am surprised they have not just removed it.

            anyway, i hope that is a better answer to your question. next time make you phrasing a bit more readable if possible and you'll get a better response took me a hell of a long time to figure out what you meant by mitten. at first i thought you were trying to model mittens for a snow man or something

            later

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            • #7
              Re: Is it possible to trim or mitter planes in Max 6?

              I want to thank you for the elaboration ihavenofish Trapezium is my home account

              Originally posted by Harutium
              Is it possible to trim or mitter planes in Max 6 or we have to wait until Max 16?
              I have "unununu" waved planes to simulate spanish tiles,
              when crossing both from x and y direction faces, what is the most effective way to trim or mitter that encounter?
              Thanks a lot
              Harutium: You have posted two (and a half) questions here and neither are clearly a "yes or not" question Are you looking for a robot to answer your question(s) or a person on the other end to help you? Be a little clearer and you'll get the answer that you apparently deserve. Be a little friendlier and you'll continue to receive help from myself, as well as others, I'm sure.

              1)”Is it possible to trim or miter planes in Max 6”

              If you’re speaking of a polygonal plane the answer is no.

              1.5) “or we have to wait until Max 16?”

              Who could say? Not I. Is this a Discreet board? No. I forgot my crystal ball :P

              2)”I have "unununu" waved planes to simulate spanish tiles,
              when crossing both from x and y direction faces, what is the most effective way to trim or mitter that encounter?”

              I believe I've answered this question to the best of my ability without asking questions like. What the heck is "unununu" Ahhhh, you’re drawing the shape, Doh! I would imagine most people here, including myself, are very visual thinkers. You may want to consider this in future posts and give a pictorial illustration of your problem. If you’ve never heard the saying “Don’t bite the hand that feeds you” I’ll elaborate. If someone is taking the time to help you PLEASE don’t snap back at him or her by saying their answer wasn’t correctly delivered. I’m not sure what the world owes you but I don’t receive a paycheck from you and I don’t deserve childish statements like

              “The question was: "Is it possible to trim or mitten planes (or meshes) in Max 6?There are two possible answers: yes or not.
              Which one applies in this case?
              I.M.H.O. "NOT"applies!”

              It’s as if you are giving a trick question that only you know the answer to.

              If you require a yes or no answer in the future, my suggestion is for you to declare it in the title.

              --Jon

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