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edit more than one object with sweep modifier on at once


max.m
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[ATTACH=CONFIG]44458[/ATTACH][ATTACH=CONFIG]44459[/ATTACH]i use splines from autocad and sweep modifier in 3dsmax to create winded kerbstones and pavements. when i have to edit the kerbstones and pavements i should go back to edit spline in the modifier stack of each object and edit the spline there.

this works but isn`t handy. it would be much nicer if i could edit both objects at once. but if i make a group of the 2 objects and make an edit mesh modifier, i can edit both, but the sweep modifier doesn`t work correctly, as the maps on the objeccts are distorted.

Edited by max.m
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thanks for your reply, unfortunately the sweep modifier is not the same as i need different profiles for the sweep mod. as i have a kerbstone and gingerbread stones to create. i added 2 images of the situation before and adfter edit mesh.

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Once you convert down to a mesh or poly you will lose your editable spline, .as Rohan said “you could attach them together then edit them” but this is not what you want.

 

You don’t have to ungroup the object you could always open the group then edit the object once you have completed the edit then close the group up

 

The only reason why the texture is distorted is because you have not textured it right: As steve nelle says “one rule of thumb never texture the object until you completed the model”

Edited by datacrasher
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tahnks for your reply toni,

i´ts not the problem, that i don`t want to attach the sweep mod. toghether, but i can`t as the objects i want to generte don´t have the same section.

i also would not say, that the cause of the distorded texture in image 1 is uncorrect texturing, but the fact, that i edited the 2 objects with an edit mesh modifier.

i know, that i could handle the problem by editing each spline(as i wrote in my first post), but i was interrested if someone knows a workaround how i could edit a bundle of objects which were created with the sweep modifier, at once.

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The problem is not the number of objects or the modifier used, but the fact that the edits were made after the texture coord were fixed to the object.

 

When you make a mesh from the spline each vertex is assigned a location in the texture. These are its texture coordinates. A vertex halfway across the mesh will be told "get texture from halfway across the map". When you move that vertex far to the right it still thinks it should get its texture from the middle of the bitmap. The first half of the bitmap gets stretched out and the second half squished up. This would happen with one sweep and one edit. The problem is UVWs.

 

The two solutions that come to my mind are:

- don't edit the mesh. edit the source spline. If your edits need to be more than just pushing a couple verts around consider using loft which has more control of scaling etc.

- unwrap the uvw and make edits similar to the mesh edits to put the verts where they belong on the texture.

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Keep the original spline as a parent object with no sweep modifier, then make reference copies of it for each of the sweep profiles, then apply the sweep modifier for each of the profiles to the references seperately and use the original parent spline to edit the paths for the referenced copies.

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