Okay, so I have this tutorial from youtube and am working on it. And encountered this problem.
This is an image from the tutorial
And this is what I am getting.
I looked it up and got this page where the user had same problem.
http://www.polycount.com/forum/showthread.php?t=116664
Used the solution(mentioned in the above link) of resetting the scale and transform in Hierarchy tab as I had scaled the object but still no luck.
Anything that I am missing?
Have attached the file so if you want you can check it on your system.
Solved! Go to Solution.
Okay, so I have this tutorial from youtube and am working on it. And encountered this problem.
This is an image from the tutorial
And this is what I am getting.
I looked it up and got this page where the user had same problem.
http://www.polycount.com/forum/showthread.php?t=116664
Used the solution(mentioned in the above link) of resetting the scale and transform in Hierarchy tab as I had scaled the object but still no luck.
Anything that I am missing?
Have attached the file so if you want you can check it on your system.
Solved! Go to Solution.
Solved by ekahennequet. Go to Solution.
Solved by Steve_Curley. Go to Solution.
Using the Reset XForm from Utility panel works. Also, you have extra vertex that needs welding. Avoid using Scale at object level.
Attached is a pic of your mesh after Reset XForm via Uitilit Panel, collapsed the stack, welded vertices, and Inset.
Using the Reset XForm from Utility panel works. Also, you have extra vertex that needs welding. Avoid using Scale at object level.
Attached is a pic of your mesh after Reset XForm via Uitilit Panel, collapsed the stack, welded vertices, and Inset.
You must have replied as I was typing, Steve. 🙂
You must have replied as I was typing, Steve. 🙂
Can't thank you both enough. Was getting mad and irritated due to this problem.
Thanks for saving me.
Downloaded another tutorial in the meantime thinking to start afresh.
Now I can continue my work on this.
BTW, I checked but the vertices were welded and the settings were same as in the upladed file.
And you have written to avoid using scale at object level. Couldn't understand that. Sorry, but m a noob. Could you explain how to use it so I don't encounter this problem again?
Can't thank you both enough. Was getting mad and irritated due to this problem.
Thanks for saving me.
Downloaded another tutorial in the meantime thinking to start afresh.
Now I can continue my work on this.
BTW, I checked but the vertices were welded and the settings were same as in the upladed file.
And you have written to avoid using scale at object level. Couldn't understand that. Sorry, but m a noob. Could you explain how to use it so I don't encounter this problem again?
Sure. Select an Object, Scale it. That is scaling "at the Object level".
Select an object, select all its Vertices and scale them. That is not object scaling, but sub-object scaling (vertices, along with edges and polygons, are sub-objects) which is fine.
To scale an object (if you don't want to use sub-objects to do it) apply an XForm Modifier (from the normal list of modifiers), expand it in the stack, select it's Gizmo and scale that, then collapse the stack. Personally I find it as quick to use sub-objects as there's no need for a Modifier and no need to collapse afterwards.
As for the vertices, look at the lower "circle" and the upper/left vertex. Select it and move it. It will leave another vertex behind.
Sure. Select an Object, Scale it. That is scaling "at the Object level".
Select an object, select all its Vertices and scale them. That is not object scaling, but sub-object scaling (vertices, along with edges and polygons, are sub-objects) which is fine.
To scale an object (if you don't want to use sub-objects to do it) apply an XForm Modifier (from the normal list of modifiers), expand it in the stack, select it's Gizmo and scale that, then collapse the stack. Personally I find it as quick to use sub-objects as there's no need for a Modifier and no need to collapse afterwards.
As for the vertices, look at the lower "circle" and the upper/left vertex. Select it and move it. It will leave another vertex behind.
Thanks dear. New info that will certinly help me in future.
And maybe I welded the vertices after uploading the file as my file had all vertices welded.
Anyways, thanks for the help. Have started working again on it.
Thanks dear. New info that will certinly help me in future.
And maybe I welded the vertices after uploading the file as my file had all vertices welded.
Anyways, thanks for the help. Have started working again on it.
Good to hear you got it working again. Just want to add to Steve's comments about scaling at object level. The same applies to Mirroring at object level. Mirroring at object level will result in negative scaling. Use the Mirror modifier or Symmetry modifier instead.
Good to hear you got it working again. Just want to add to Steve's comments about scaling at object level. The same applies to Mirroring at object level. Mirroring at object level will result in negative scaling. Use the Mirror modifier or Symmetry modifier instead.
I encountered the same problem today but Thanks to you guys, it was a piece of cake this time.
And I have seen tutorials sometimes using Mirror command or Symmetry modifier. Now I know how to properly use them.
And now I know that tutorials don't cover everything.
I encountered the same problem today but Thanks to you guys, it was a piece of cake this time.
And I have seen tutorials sometimes using Mirror command or Symmetry modifier. Now I know how to properly use them.
And now I know that tutorials don't cover everything.
Hi, I know it's been a long time ago, but I see you understand this program. I can not find anywhere How to snap pivot to selected verts/edge/poligon normal ? I have used this option in other programs, there must be something similar in Max, Maya can also change the orientation. Thanks
Hi, I know it's been a long time ago, but I see you understand this program. I can not find anywhere How to snap pivot to selected verts/edge/poligon normal ? I have used this option in other programs, there must be something similar in Max, Maya can also change the orientation. Thanks
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