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Create Shape from Edge> render spline as rectangle


TomD_Arch
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under 'interpolation' uncheck both the 'optimize' and 'adaptive' boxes, and give the 'steps' a positive value ie, 1,2,3+.

As long as the auto smooth option is selected it should look clean and straight.

 

Right. Got that part. My grip now is you have to keep the "aspect" locked at '1' otherwise the geometry gets really wonky.

 

createshape.jpg

 

I guess I am asking to much of the tool. I was hoping I could make quick curtainwall mullions that had depth, say a 2 1/2"x7"?

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The problem is that the splines are not made for branching. So when you create a box that has some segments on it, select all the edges and create a editable spline from that, max doesnt really know how to handle all the connected edges. So since it cannot branch out/connect more than two edges/splines, it creates a lot of "loose" splines that are not connected to the rest. What side of the spline should be the start or the end of the spline? Max doesnt know cause you havent told it, so it appears to be just random, and that sucks when applying a sweep profile on your splines as it doesnt "connect" as you would want. The only solution appears to be creating your splines manually. That is not really a problem, just enable vertex snap and you should be able trace the edges of your box quite easily.

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You could. And, that is a great way to have control over your curtain-wall mullion profile, but at that point you are not talking about a quick, down & dirty "Create Shape> set spline to rectangle" process. So if you wan to be down and dirty you just have to accept that your mullion will need to keep the 1.0 aspect ratio.

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